6741151a16f5e

6741151a184a4
4 Guests are here.
 

Topic: SCP Issue Reporting
Page: « 1 ... 15 [16] 17 ... 22 »
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6741151a18ccc
i wasn't aware of community/fan projects being forced to shut down by EA.
yea, i guess yr right. would be way too much to pull off. too bad.

6741151a19058voodoo47

6741151a190c2
well what do you know, not even close to a week. I'll just add that SS2 Reloaded was nuked 10 days after announcement, and that EA is, as far as I know, out of the equation at the moment (the only thing they've got rights to it the SS2/Dark source code, and that is of no concern when you are remaking the game in a new engine), so you would only have to deal with star insurance. but, even if they would publicly announce that they will not C&D you as long as you require the orig data for your remake to work (yeah right), you will still be left with the almost impossible task of getting the technical part of things working.

as for community projects, as I've mentioned quite a few times now, the ip owners generally let you be as long as you require the orig data to run, but there are no guarantees - should they decide to nuke you from orbit, there is little you can do.
« Last Edit: 27. April 2015, 18:46:16 by voodoo47 »

6741151a193b2ZylonBane

6741151a19419
Citadel Conversion Project (R.I.P.) managed to be safe from C&D because of the unusual circumstance that they were making SS1 into the SS2 engine, with both IPs belonging to EA. Sadly though, the volunteers for that dried up years ago. Making 3D models and motions for all the sprite enemies and all the weapons turned out to be just too much work.
6741151a199c7
an object problem, something for Olfred to fix.
Please put it up in the fixing thread.
Acknowledged by 2 members: voodoo47, System Shocked

6741151a1a33cSystem Shocked

6741151a1a3a5
Momentarily Back To Start Of Game & Into Med/Sci
==========================================

1. Here http://i.imgur.com/GDGTbEB.jpg reposition cable so it's above alcove's crossbeam http://i.imgur.com/JyZu2za.jpg
2. For uniformity/quality, change ceiling's texture in room ahead http://i.imgur.com/GsXacu0.jpg
3. Change inferior textures of the recharging station's alcove to that of the wall http://i.imgur.com/lagQW91.jpg and extend floor texture to under the recharging station http://i.imgur.com/vBlMNkf.jpg
4. Here http://i.imgur.com/2icsAuA.jpg platform incorrectly described as "A grav lift" http://i.imgur.com/hjyyAZq.jpg
5. Here http://i.imgur.com/qs2jrU2.jpg change ceiling's bland texture to match main room http://i.imgur.com/ftH5vXd.jpg
6. This caution sign http://i.imgur.com/TbViQzg.jpg doesn't contact the wall http://i.imgur.com/iicHgQG.jpg
7. Here http://i.imgur.com/R4QXfH2.jpg add warning stripes to sides of ladder's niche http://i.imgur.com/tON0eiN.jpg
8. Change room's floor texture so it matches the 3 adjoining areas http://i.imgur.com/PsKfa7o.jpg
9. In this room http://i.imgur.com/aA4yrZr.jpg
a) Light switch turns lights on but not off, and change niche's ugly rear texture to match wall http://i.imgur.com/iKV882R.jpg
b) Computer decals are too floaty http://i.imgur.com/OTswpWv.jpg and http://i.imgur.com/BeE9SOr.jpg
10. At this Valu Rep, ceiling's left texture doesn't match the right one http://i.imgur.com/U8GLxC2.jpg
11. Use these cheerier floor/ceiling textures http://i.imgur.com/jvRH5a2.jpg in next room http://i.imgur.com/Fo56x2r.jpg
12. Frames for these long storage crates badly clip into each other http://i.imgur.com/PWSjdhF.jpg
13. For this area http://i.imgur.com/DiaWWPc.jpg
a) Due to steepness of the ramp's, add handrails, as done with other similar steep ramps http://i.imgur.com/vMuq7IP.jpg
b) Raise and center this light on its wall http://i.imgur.com/oF0u1SB.jpg
c) Slightly raise and center this wall sign http://i.imgur.com/AakAQnJ.jpg
d) For this niche, change its upper/lower textures so they match its sides http://i.imgur.com/oEZrM7y.jpg
e) For upper ledge http://i.imgur.com/VTK70wA.jpg change texture to match attached walls http://i.imgur.com/NeSko7K.jpg
f) Raise these lights so they're more visible http://i.imgur.com/6DUegO2.jpg
g) This lower crate clips into the angled floor http://i.imgur.com/cQmiFgY.jpg
h) Remove oddly placed air duct http://i.imgur.com/hkHZmUM.jpg - its support bracket is far from contacting anything.  :)
i) Raise this light to the start of the angled wall http://i.imgur.com/mRFTQpd.jpg to match other light in area.
j) In the recessed area, there's a nasty jutting piece of sharp metal here http://i.imgur.com/9svbULs.jpg
14. Change ceiling texture in alcove room so it matches the ceiling in 2 connecting rooms http://i.imgur.com/fGEIlYU.jpg
15. Player can't jump/mantle up onto lower crate to search upper shelves for supplies http://i.imgur.com/Llh5F9U.jpg

Once again, thanks.
« Last Edit: 28. April 2015, 23:21:27 by System Shocked »

6741151a1ab70System Shocked

6741151a1abd4
Drugging It Up In Med/Sci And R & D
===============================

1. Change texture to match the floor, and adding a warning stripe would be apropos http://i.imgur.com/Kljxq5i.jpg
2. This door http://i.imgur.com/xwTSiev.jpg closes down onto the player http://i.imgur.com/sQDIGfB.jpg
3. Please review textures surrounding these 6 windows, as some are aligned and some aren't http://i.imgur.com/HcJE35H.jpg
4. These 2 upgrade machines http://i.imgur.com/ZFZxhvE.jpg are set too deep into wall http://i.imgur.com/9Y2Sgta.jpg
5. Behind this grate http://i.imgur.com/BNz6tW8.jpg lurks an odd and unwanted texture http://i.imgur.com/RXvsCjN.jpg
6. Change wall's texture to match connecting walls, minus the green stripes, or with them http://i.imgur.com/xQBpaqv.jpg
7. Use this wall texture http://i.imgur.com/IFLmtUa.jpg below walkway, to match other walls http://i.imgur.com/miL7LIe.jpg
8. Several issues exist in this corridor http://i.imgur.com/JVCDvYS.jpg
a) Extend texture to ceiling's corner http://i.imgur.com/abwNDjw.jpg
b) Space above allows raising of structure (including one in middle of corridor) to fix clipping http://i.imgur.com/N2dMIew.jpg
c) Can structure's rear http://i.imgur.com/8eYWtIa.jpg be hidden to conceal useless interior? http://i.imgur.com/w2Yks7H.jpg
d) Here http://i.imgur.com/EEfk02O.jpg move texture up to obtain a full frame, and center it http://i.imgur.com/gyGXulM.jpg
9. At this location here http://i.imgur.com/1JXAT2U.jpg
a) Should 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
10. Continue ceiling texture http://i.imgur.com/Bo1zzVS.jpg - will match other room too http://i.imgur.com/oVOws3m.jpg
11. For more consistent design/lighting, raise 2 lights to height of other one, or some amount http://i.imgur.com/aLveyYt.jpg
12. Can this texture remnant be masked or removed? http://i.imgur.com/LqNm3rf.jpg
13. Here http://i.imgur.com/5FoFpZw.jpg railings aren't properly connected http://i.imgur.com/ccGaipO.jpg
14. Can wall texture continuity be maintained here? http://i.imgur.com/aOvHo5T.jpg
15. Normally there would be railings here http://i.imgur.com/xQitKUI.jpg
- So consider having them mangled and dangling in place.
- Or on the walkway, undamaged or as mangled debris.
- Or on the floor below, undamaged or as mangled debris.
- Or combinations of the above.
16. Use railing with an end post here, so railing ends aren't seen jutting out through the wall http://i.imgur.com/8j2PdIF.jpg

Merci encore.
« Last Edit: 29. April 2015, 03:15:14 by System Shocked »

6741151a1b801System Shocked

6741151a1b85e
Continuing To "Trip Out" In Med/Sci
==============================

1. At game start, some tunnel textures http://i.imgur.com/UX1ASfP.jpg need alignment, eg. http://i.imgur.com/nVtQXAH.jpg
2. In the morgue area http://i.imgur.com/EYwWiix.jpg
a) Center this light on its wall http://i.imgur.com/MdG9sgj.jpg
b) Walkway support beam's texture http://i.imgur.com/17xgOI9.jpg doesn't match other sides http://i.imgur.com/5JTZKQR.jpg
3. Here http://i.imgur.com/O2cPTrr.jpg upper computer clips into lower computer console http://i.imgur.com/Ft7egQq.jpg
4. Body parts clip http://i.imgur.com/cZXFVqq.jpg & http://i.imgur.com/nxlCi1M.jpg & http://i.imgur.com/c4Uz5I0.jpg
5. Here http://i.imgur.com/EePH775.jpg center 2 lights http://i.imgur.com/dySuZXm.jpg & http://i.imgur.com/UfjmU19.jpg
6. A couple of problems exist here http://i.imgur.com/DPWaUKO.jpg
a) Both wall signs have a texture anomaly http://i.imgur.com/6cV63Pz.jpg
b) The light above the turret's home, doesn't contact the wall http://i.imgur.com/SR5YVX3.jpg
7. On third level http://i.imgur.com/V2zUAg4.jpg light niche's texture misaligned on one side http://i.imgur.com/qkDj0Ew.jpg
8. In this corridor http://i.imgur.com/iHXlJID.jpg
a) Textures are out of alignment along this seam http://i.imgur.com/ZvFX5Co.jpg
b) Texture wise, this wall has a split personality http://i.imgur.com/XnT7NhE.jpg - BUT better yet, extend the lower texture up to the ceiling http://i.imgur.com/hbtX8jX.jpg as done here http://i.imgur.com/ZAXOLHh.jpg
9. Some textures in the niche's of these lights are not oriented in the same way http://i.imgur.com/0W07Wpb.jpg
10. Reposition this med bed so player can walk around it unhindered http://i.imgur.com/6ClRRk4.jpg
11. Above pipe http://i.imgur.com/sLx76DF.jpg and http://i.imgur.com/UT81wrx.jpg use a perforated texture, as elsewhere.
12. Here http://i.imgur.com/X1iRgmu.jpg player can clip through the upper crate http://i.imgur.com/6H9djr2.jpg
13. In this room http://i.imgur.com/p8uhTM4.jpg some bubbilicious textures are truncated http://i.imgur.com/vB9Umt2.jpg
14. Several issues exist in this room in R & D area http://i.imgur.com/G7UeDQJ.jpg
a) Can an alternate texture be used on counter's base, so it doesn't match the ceiling? http://i.imgur.com/fwsU2x1.jpg
b) Move pipe closer to wall to lessen constraints on counter's workspace area http://i.imgur.com/nZCqziI.jpg
c) Lowering "Low Headroom" signs would make sense http://i.imgur.com/bLuWk2J.jpg and http://i.imgur.com/Ryqvd2f.jpg
d) I suspect that these 3 machines don't contact the wall. Please confirm http://i.imgur.com/5dU0jaU.jpg
15. In R & D http://i.imgur.com/Fx62rVL.jpg railings are in need of some tender lovin' care http://i.imgur.com/gsO0QlJ.jpg
16. At this location here http://i.imgur.com/KvzqfRb.jpg
a) There are a few problems with the railings :
- Reposition railing so that it's in-line with the other one http://i.imgur.com/hyAArMd.jpg
- Suspect railing joints here http://i.imgur.com/wNkQJCk.jpg and here http://i.imgur.com/uqVqC6K.jpg
- These railings are shy and don't want to contact each other http://i.imgur.com/WtT1uPB.jpg
b) This wall sign http://i.imgur.com/z1VKRUs.jpg doesn't contact the wall http://i.imgur.com/rhePqWM.jpg
c) For these 2 access tunnels http://i.imgur.com/89du1uQ.jpg the room's lower wall textures align with the left tunnel's side walls http://i.imgur.com/BQGUit7.jpg but they don't align in the right tunnel http://i.imgur.com/drLD8bu.jpg

Danke sehr.
« Last Edit: 30. April 2015, 02:13:39 by System Shocked »

6741151a1bb93System Shocked

6741151a1bbf2
A Quick Detour To The Engineering Deck
==================================

1. A label for this turret model http://i.imgur.com/hdcMoKa.jpg is reversed http://i.imgur.com/fvDIFzo.jpg
2. Rework these textures http://i.imgur.com/LF0A86q.jpg to match ones on opposite wall http://i.imgur.com/LfGR4sQ.jpg
3. The feet of this corpse http://i.imgur.com/D6P6w7k.jpg clip into the wall http://i.imgur.com/HqbBQUX.jpg
4. This door http://i.imgur.com/HKYf2ik.jpg closes onto the player http://i.imgur.com/XOkVPSH.jpg
5. Center this light on the ceiling http://i.imgur.com/D2AXbyH.jpg
6. Center this light http://i.imgur.com/HDl9VN3.jpg on the ceiling http://i.imgur.com/MgVwgJR.jpg

Muchas gracias.

6741151a1ca27System Shocked

6741151a1ca8e
Med/Sci's Biopsy Tri-Level Section & Area Beckons Me
============================================

1. A couple of items for this ladder http://i.imgur.com/r7UkJOH.jpg
a) As done elsewhere, maintain wall texture onto rear surface of ladder's niche http://i.imgur.com/e2UlfdP.jpg
b) In keeping with other ladders, add warning stripes to all 4 sides of ladder's niche http://i.imgur.com/RjutzlQ.jpg
2. For the railing sets on the main level (assuming the suggestions are doable) :
a) This one http://i.imgur.com/tRrQvmx.jpg needs some sympathetic actions http://i.imgur.com/iYGA0GL.jpg
b) The joints here need to be tweaked http://i.imgur.com/5sBuU1a.jpg
c) If doable, for a finer look, rotate railing 180° so post is at opposite end, to reduce clutter http://i.imgur.com/LRN4mjo.jpg
3. In the lower level, apply same idea as item 2c) of rotating railing 180°, for a tidier look http://i.imgur.com/9N0bzRo.jpg
4. To be less obtrusive, move/clip this air duct closer to the wall  http://i.imgur.com/klVuKq8.jpg
5. These 2 pipes don't contact the ceiling http://i.imgur.com/9DhiUA4.jpg - better check the 3rd one nearby.
6. In the upper level, apply same idea as item 2c) of rotating railing 180°, for a polished look http://i.imgur.com/PBmFvsL.jpg
7. Player can clip between the 2 computers and between the computer and wall http://i.imgur.com/VoBu73Z.jpg
8. Between Biopsy and ICU, these railings http://i.imgur.com/vKor8tO.jpg require attention http://i.imgur.com/TpA4X0K.jpg
9. There are a few items in this room . . . ohhh, ...I'm . . feelin' kinda . . . . funny  .  .  .  http://i.imgur.com/OzqXtai.jpg
a) Textures for ceiling and upper recessed area don't align http://i.imgur.com/vlzDPNU.jpg
b) Center lighting structure within the ceiling's opening http://i.imgur.com/Mw6L22C.jpg
c) Raise and center this low light a little http://i.imgur.com/wZbqBBa.jpg
10. In this area http://i.imgur.com/Dk0ZPZt.jpg raise pipe to better conceal clipping issue http://i.imgur.com/WmkXl09.jpg
11. In this medical room http://i.imgur.com/isXuYVm.jpg
a) Center lighting structure within the ceiling's opening http://i.imgur.com/Sfk7RFb.jpg
b) Shift and raise these 2 lights so that the medical monitoring equipment isn't obscured http://i.imgur.com/MwTDn6v.jpg
12. For this 2-level "Barrel full of Monkeys" area http://i.imgur.com/Gklmtyy.jpg
a) If possible, conjure, manipulate, create or steal a railing wide enough to remove this gap http://i.imgur.com/tJdrQdN.jpg  :happyjoy:
b) This is about textures on floor of monkey cages. Cages come in 2 sizes, small http://i.imgur.com/1RUQqmN.jpg and large http://i.imgur.com/YdtlC04.jpg. On upper level, these 6 cages are fine http://i.imgur.com/wDLTMso.jpg but others aren't :
- This one on upper level http://i.imgur.com/K2VmT3w.jpg needs texture repositioned http://i.imgur.com/QxhpzyQ.jpg
- So do these 4 cages, as indicated. And while you're at it, clean out the poop  :D  http://i.imgur.com/aWje3Dw.jpg
c) Illumination/glow from the lights in these 4 monkey cages differs http://i.imgur.com/4R1aNcE.jpg
d) For this light http://i.imgur.com/1eqMKwq.jpg align it's niche textures with the ceiling http://i.imgur.com/ug6eP7A.jpg
e) Shift ceiling texture to start full http://i.imgur.com/5Qwce6y.jpg as its hidden at other end http://i.imgur.com/Al1lROZ.jpg
13. Here http://i.imgur.com/taUJEiF.jpg align light's niche textures with the ceiling http://i.imgur.com/hGyzNvI.jpg
14. In this room http://i.imgur.com/25pvVsv.jpg
a) For this counter http://i.imgur.com/JbjYhNP.jpg its end texture doesn't align with the floor http://i.imgur.com/avfBs2e.jpg
b) This lower pipe http://i.imgur.com/jkV3vgj.jpg doesn't contact the wall http://i.imgur.com/FFcnZzQ.jpg
15. Here in Dr. Watts' Lab http://i.imgur.com/EibYCuX.jpg
a) This railing http://i.imgur.com/KUyVDkA.jpg doesn't contact the wall http://i.imgur.com/Xbnb62v.jpg
b) Center this computer console between the two MED-STAT units http://i.imgur.com/7AP92Td.jpg
c) This platform elevator http://i.imgur.com/WuD4CU9.jpg has the earmarks of being a grav lift, as it's described onscreen : 
- There's ample space all around it http://i.imgur.com/JLotbgz.jpg and the view from below http://i.imgur.com/FrttLMm.jpg
- Large gap between platform's rear and wall http://i.imgur.com/H9zvyHc.jpg and http://i.imgur.com/h450Xo3.jpg
- Moving it back against the wall causes big gaps http://i.imgur.com/uhOINrX.jpg and http://i.imgur.com/qBuUCPu.jpg
Removing rails/tracks from the wall and adding the grav lift texture to the floor may be the best way to go - it's your call.
16. Here http://i.imgur.com/gP23axJ.jpg clip a light in http://i.imgur.com/ct6nxO3.jpg like http://i.imgur.com/Xu2GDTc.jpg

Thanks, I to you, give.
« Last Edit: 02. May 2015, 03:12:55 by System Shocked »

6741151a1d9b9System Shocked

6741151a1da18
Fallin' Off The Ladder Into Engineering
================================

1. In this corridor, center/reposition these 3 lights to better disperse their lighting http://i.imgur.com/SLuGh44.jpg
And a 1 http://i.imgur.com/5Z1MjYo.jpg and a 2 http://i.imgur.com/2nd1pg7.jpg and a 3 http://i.imgur.com/IPywWoL.jpg
2. Past this door http://i.imgur.com/RCvv5A4.jpg change texture to match the ceiling http://i.imgur.com/sblq249.jpg
3. Core control computer decals http://i.imgur.com/QCQ3uTt.jpg are seriously floating http://i.imgur.com/FaGhlIb.jpg
4. In small room here http://i.imgur.com/T6MFUaP.jpg . . . hmmm, illumination but no light? http://i.imgur.com/Q5PtqGR.jpg
5. Here http://i.imgur.com/FGfJzFF.jpg pipes misaligned http://i.imgur.com/JSDybdl.jpg and http://i.imgur.com/lpBSEBC.jpg
6. In this neck of the woods http://i.imgur.com/S34ZgaS.jpg center light on the ceiling http://i.imgur.com/2udJRfi.jpg
7. For this security station http://i.imgur.com/gKa3Tyj.jpg
a) Is this cover plate really needed? http://i.imgur.com/9ht1n9o.jpg. Base of door clips right through it http://i.imgur.com/cJwetf4.jpg and http://i.imgur.com/wnl979z.jpg - here's the other door http://i.imgur.com/GUurEmy.jpg
b) For these 2 upgrade units http://i.imgur.com/BmZ6L4d.jpg the PSI one floats http://i.imgur.com/oiAZLpt.jpg and the weapons one is set too deep into the wall - no screenshot.
c) Review placement of the room's lights - 2 of the 4 need repositioning - no screenshots.
8. In Cargo Bay 2B on level 1, floor textures are misaligned :
a) Floor textures misaligned http://i.imgur.com/vNkZys4.jpg opposite view http://i.imgur.com/VWR3U67.jpg
b) Floor textures misaligned http://i.imgur.com/CqMPulr.jpg opposite view http://i.imgur.com/VyYlTuV.jpg
9. Cargo Bay 1B level 1 - Textures misaligned http://i.imgur.com/bHVMMrv.jpg ALL others http://i.imgur.com/oPYY3XG.jpg
10. Cargo Bay 1B level 1 - Stuck shotgun hybrid that can't negotiate path around container http://i.imgur.com/B43Cc0K.jpg
11. Over here http://i.imgur.com/9AoBnN7.jpg are some misaligned textures http://i.imgur.com/SiAXZUU.jpg
12. In the Command Control Room :
a) Add some blood on the floor for the beheaded body - it's beheaded ! http://i.imgur.com/D9iUf8b.jpg
b) I had previously reported that these 2 textures didn't match http://i.imgur.com/JZ6AlbX.jpg but wanted to ensure they're replaced with the more detailed textures http://i.imgur.com/3vwCpfI.jpg
13. In Engineering Control, shift texture to eliminate partial section, for a cleaner full texture http://i.imgur.com/53vEPml.jpg
14. At Aux. Storage 5, an illuminated room without a light http://i.imgur.com/dLMxtkJ.jpg
15. In this room here http://i.imgur.com/y1wacPe.jpg
a) Player can walk through grav lift's handle bars http://i.imgur.com/1cbzYir.jpg
b) Upper texture doesn't match with the connecting walls http://i.imgur.com/eI10Uh1.jpg
16. Nacelle 2 room texture http://i.imgur.com/jBYWZO0.jpg differs from the one in Nacelle 1 http://i.imgur.com/ZPy7gGz.jpg
17. Bottom end of hybrid's club has no texture http://i.imgur.com/NAIVw76.jpg
18. At this place http://i.imgur.com/vbXupPl.jpg
a) Add an appropriate texture to the base of the 2 shafts http://i.imgur.com/0ix7EY6.jpg
b) For design sense and a tidier look, remove these 2 console side textures http://i.imgur.com/mp1eaFQ.jpg
19. Along this long corridor, top of ramps on right side look like this http://i.imgur.com/8GQwhjx.jpg and top of ramps on left side look like this http://i.imgur.com/3B4SrKj.jpg
20. Change this texture so it matches with the grav lift's shaft http://i.imgur.com/a2KMVng.jpg
21. Bodies with severed limbs and heads should have a pool of blood at separation point(s) http://i.imgur.com/f2DwwbC.jpg
22. In this Pump Station room http://i.imgur.com/v5hZeNO.jpg
a) Right side of security terminal is set too deep into the wall - also, raise it up to angled wall http://i.imgur.com/oD2kiOS.jpg
b) Add a missing light to support illuminated area http://i.imgur.com/UIUlidB.jpg - other 2 levels have a light at this location.
c) To better blend in, use this light's trim http://i.imgur.com/U8PZ53e.jpg on upper level lights http://i.imgur.com/sVch6Yn.jpg
23. Reposition Valu Rep machine to prevent its corner clipping into the wall http://i.imgur.com/DyObG54.jpg
24. Outer floor trim on this Xerxes unit http://i.imgur.com/t650IZm.jpg has 3 blemishes - and a 1 http://i.imgur.com/H6XLrWN.jpg and a 2 http://i.imgur.com/jm2sYHm.jpg and a 3 http://i.imgur.com/8PxM3zR.jpg

Once again, thanking you I am.


EDITED - In the event this hasn't been reported yet.
==========================================
25. In Cargo Bay 2B on the third level, these crates have a texture problem http://i.imgur.com/xNWFYvQ.jpg

Thank you.
« Last Edit: 03. May 2015, 01:28:02 by System Shocked »

6741151a1e11aSystem Shocked

6741151a1e179
Chewin' Weed Back On Hydroponics Deck
==================================

1. Extend warning stripes http://i.imgur.com/c4qVpIn.jpg to match tidier look at ramp's top http://i.imgur.com/MqFodJj.jpg
2. For opening http://i.imgur.com/ps9P5j7.jpg one side missing its warning stripe texture http://i.imgur.com/neuyv2a.jpg
3. Replace all mish-mash textures, with suitable ones - 2 eg. http://i.imgur.com/pKUjkag.jpg & http://i.imgur.com/j3s889Y.jpg
4. To improve area lighting dispersal, center this light on its ceiling http://i.imgur.com/j8g8Q6y.jpg
5. Reposition 'Low Headroom' signs to where they make sense, and centered on their walls http://i.imgur.com/eKvLOTP.jpg
6. Relocate pipe so it doesn't clip into angled wall http://i.imgur.com/xUKfpZP.jpg
7. Adjust smaller pipe to fix this interconnection problem http://i.imgur.com/3THbsbY.jpg
8. Column http://i.imgur.com/iqlP9fr.jpg has texture issues http://i.imgur.com/ACdgnFj.jpg & http://i.imgur.com/Ku7tO2N.jpg
9. At these coordinates http://i.imgur.com/EvFfDnt.jpg change texture to one that's less bland http://i.imgur.com/7S4Ctbo.jpg
10. For this upper area http://i.imgur.com/Sc7XB5p.jpg
a) Wall textures are not aligned here http://i.imgur.com/j1UKuCx.jpg
b) Remove this odd green texture here http://i.imgur.com/HO0ny0X.jpg
c) Continue full texture around corner of bulkhead http://i.imgur.com/U8y1u6s.jpg
d) As done with other similar instances, change triangle sections to match the floor texture http://i.imgur.com/O7Tfn5m.jpg and http://i.imgur.com/R4DCCye.jpg and http://i.imgur.com/xFPgPOw.jpg
e) Here http://i.imgur.com/9DDKlPD.jpg reorient textures http://i.imgur.com/EupYwGn.jpg & http://i.imgur.com/Z1Oga1X.jpg
f) Due to lack of adjacent perforated textures, change these textures to match the ceiling http://i.imgur.com/hmfTLmY.jpg
11. For a neater and uninterrupted appearance, extend tiled floor texture to the corridor http://i.imgur.com/RNYOd6C.jpg

Merci très beaucoup !
« Last Edit: 06. June 2015, 15:09:35 by System Shocked »

6741151a1e8e2System Shocked

6741151a1e93d
Operating Without A License On The Operations Deck
============================================

1. Display's numerical decal http://i.imgur.com/QDrnAlb.jpg floats too far from surface http://i.imgur.com/mD1Zr5i.jpg
2. An odd texture here - change it to match with the wall http://i.imgur.com/ojgcjHa.jpg
3. Usage/placement of some textures in this ceiling's recessed area seem incorrect http://i.imgur.com/f9xu9yF.jpg
4. This texture here http://i.imgur.com/knoTWnB.jpg should match one on opposite side http://i.imgur.com/vrMHhKa.jpg
5. On the ceiling here http://i.imgur.com/fuzERsI.jpg is a texture spacing problem http://i.imgur.com/nuBNsw6.jpg
6. This section of ceiling has misaligned textures http://i.imgur.com/4uIYWhs.jpg
7. For this Valu Rep machine near the Mess Hall http://i.imgur.com/ciASXJl.jpg
a) Its front panel doesn't contact its main body http://i.imgur.com/M638IgF.jpg
b) Continue the wall texture onto the connected surface http://i.imgur.com/iguod3i.jpg
8. In the Mess Hall's cold storage area http://i.imgur.com/cFjmn6J.jpg
a) This freezer's ceiling textures need reworking http://i.imgur.com/otz0T8l.jpg
b) Extend texture to adjacent surface http://i.imgur.com/Fppg9hx.jpg and other aisle http://i.imgur.com/JFVqKjR.jpg
c) Extend texture to adjacent surface http://i.imgur.com/iRm9Ft8.jpg and other side http://i.imgur.com/hOpZZVP.jpg
d) For a superior appearance, position ALL freezer doors flush with walls - 2 eg, http://i.imgur.com/CPuO40M.jpg and http://i.imgur.com/RCcagIh.jpg as beautifully done in the Mall http://i.imgur.com/ehs872F.jpg
e) In support of refrigeration design/mechanics, change the ceiling textures in all the freezer units from a solid-type to an appropriate perforated-type, to imply the process of recirculated air http://i.imgur.com/971J0mY.jpg
9. To address this odd texture placement, continue the ceiling texture http://i.imgur.com/2EDp1jQ.jpg
10. Front panel of Valu Rep http://i.imgur.com/K85CbDr.jpg doesn't contact its main body http://i.imgur.com/1SNwGZo.jpg
11. Second spider in a row that can't proceed past top of ramp, unless I move closer http://i.imgur.com/sGONheg.jpg. For second spider, even this close it didn't budge http://i.imgur.com/fiumQTL.jpg - when I moved closer, it attacked as normal.
12. Numerical decal on 3 Sim units http://i.imgur.com/Nj9owGG.jpg floats too far from surface http://i.imgur.com/R31jg4S.jpg

I remain very thankful indeed.
« Last Edit: 05. May 2015, 03:14:45 by System Shocked »

6741151a1f5d7System Shocked

6741151a1f64f
Arrived At Recreation Deck 5 & I'm Ready To Recreate
============================================

1. There's a couple of problems in this corridor http://i.imgur.com/O5Lqtzv.jpg
a) Change ceiling light panel textures, as the rods for drop-down lights rams into/through them http://i.imgur.com/7NLLBN8.jpg - here's a ceiling with light panels, as it should be, without drop-down lights http://i.imgur.com/2JnNx9O.jpg
b) Upper wall textures are misaligned http://i.imgur.com/FX1sa1s.jpg
c) Issues outlined in item 1a and 1b also exist further along the same corridor http://i.imgur.com/S9K7fMv.jpg
2. For a cleaner/tidier look, start full floor texture at door's threshold http://i.imgur.com/J4fncYh.jpg
3. For a more cleaner detailed look, start full floor texture at door's threshold http://i.imgur.com/QGy4bIW.jpg
4. Change lower niche texture so that it matches the upper one http://i.imgur.com/b0JR3Q1.jpg
5. Center large light fixture on its ceiling http://i.imgur.com/ptDivVs.jpg
6. Tons more, but 2 more cases for neater look http://i.imgur.com/XlLboYE.jpg and http://i.imgur.com/UN0eMD8.jpg
7. Adjust texture so full tiles appear http://i.imgur.com/bEOKJQy.jpg instead of opposite end http://i.imgur.com/M9NOFrf.jpg
8. For properly squared setup, reposition railings so front railing doesn't overhang side ones http://i.imgur.com/SoAZzps.jpg
9. Head floats above medbed http://i.imgur.com/vo1K9AS.jpg and spawn it on blood pool http://i.imgur.com/BuNK3jJ.jpg
10. Continue texture onto rear wall and match front lips to connected surfaces http://i.imgur.com/qCNqrOY.jpg
11. For improved detail/transition, have a full texture here and partial one at opposite end http://i.imgur.com/cpBeGtw.jpg
12. In the garden area, this pipe clips into the wall http://i.imgur.com/JRQr3Uf.jpg
13. For both grav tubes here http://i.imgur.com/52hklor.jpg texture should match grav shaft http://i.imgur.com/zN2r08w.jpg
14. For several area corridors http://i.imgur.com/YYeiJfD.jpg centering the ceiling textures results in displaying beautifully detailed full tile sets http://i.imgur.com/oIlMnAT.jpg as found here http://i.imgur.com/ajItZwm.jpg
15. For an cleaner/exact texture transition, shift texture to obtain full tiles displayed http://i.imgur.com/8fwtyPN.jpg
16. Behind Valu Rep machine, change wall's texture to match with the side walls http://i.imgur.com/Jfbp5mO.jpg
17. Position corpses on/closer to blood pools http://i.imgur.com/UVj5z7M.jpg and http://i.imgur.com/VL7MxuC.jpg
18. Raise exhaust hood for more chef head clearance http://i.imgur.com/KxIQbBl.jpg and http://i.imgur.com/rorxBit.jpg
19. For gym grav tubes http://i.imgur.com/A2b09hB.jpg change texture to match grav tubes http://i.imgur.com/xPvFF23.jpg
20. There are problems with the satellite console and equipment http://i.imgur.com/vWNiIbn.jpg
a) Shift texture to display full panels http://i.imgur.com/m8nbeSx.jpg and to fix other end http://i.imgur.com/QIfklnL.jpg 
b) Shift transmitter so it fully occupies the 4 texture panels it sits on http://i.imgur.com/w0aZayQ.jpg
21. For easier swiping and to mimic position of other one, move key card slot to opposite side http://i.imgur.com/4ISLCVs.jpg
22. Align textures http://i.imgur.com/XS9figp.jpg as here http://i.imgur.com/GDorcO4.jpg or use a more suitable texture.
23. Design wise, for max corridor/ramp lighting, move & center light on wall above doorway http://i.imgur.com/UEo1XzR.jpg
24. In the Bonne Chance lounge http://i.imgur.com/fnyOq0W.jpg
a) Add some more bar stools http://i.imgur.com/0bRljPE.jpg and http://i.imgur.com/RtiCMzv.jpg
b) Using this texture along the edges of both counter tops, would look far superior http://i.imgur.com/0gh2CBt.jpg
c) For the 2 washrooms :
- Can better quality ceiling textures be used in both cubicles? http://i.imgur.com/61nvOSn.jpg
- Lighting cast on ceiling, differs between the 2 cubicles http://i.imgur.com/61nvOSn.jpg and http://i.imgur.com/VJtyrPD.jpg
- Cubicle light niches differ http://i.imgur.com/61nvOSn.jpg and http://i.imgur.com/VJtyrPD.jpg
- Lack of doors for the washroom really ruins the mood http://i.imgur.com/f05uhC7.jpg
25. This key card reader http://i.imgur.com/RTU1ss9.jpg doesn't contact the wall http://i.imgur.com/RH7jO7K.jpg
26. Back in Med/Sci's crew area, replace daft bubbilicious textures with normal ones, PLEASE! http://i.imgur.com/RjWc7jO.jpg

Thanks to the nth degree.
« Last Edit: 05. May 2015, 23:06:47 by System Shocked »

6741151a1f788ZylonBane

6741151a1f7eb
100% of your "Change texture because I don't like it" requests are ignored. I'm pretty sure I've mentioned this already, but you keep spewing them.

6741151a1f8a6voodoo47

6741151a1f8f9
lets make it 99% - I'm not comfortable with 100.

6741151a1f9b5ZylonBane

6741151a1fa22
No, that would just make him report 100 times as much. Because that's how he thinks.

6741151a1faeevoodoo47

6741151a1fb41
no harm in letting him have his fun. the nice thing about SCP is that we are free to ignore/not ignore whatever we choose to.

6741151a1fc5aZylonBane

6741151a1fcad
But there is harm-- it takes real time to sort through his core dumps trying to find actual problems. This isn't just a time sink, it also imposes decision fatigue.

Basically, his reports constitute a form of deliberate psychological warfare against SCP.

6741151a1fe9bvoodoo47

6741151a1ff08
I don't really mind going through the reports. most of the stuff gets discarded right away - lets see the last operations report;

1 nobody cares
2 will fix
3 maybe
4 stripped level, but will check
5 stripped level, not possible to fix
6 stripped level, not possible to fix
7a will fix
7b stripped level, but will check
8a stripped level, not possible to fix
8b nope
8c nope
8d yes, nice one
8e hmm.. stripped level but will check whether something fits better. probably not (flr2 maybe?)
9 stripped level, not possible to fix
10 will fix
11 spiders are really dumb with their pathfinding, probably not possible to fix
12 whatever

took me 9 minutes to go through, would probably need about three times more to implement. not a problem - remember, I process bullshit for a living. this is pretty much nothing when compared to the crap I have to deal with everyday.
« Last Edit: 05. May 2015, 21:27:02 by voodoo47 »
Acknowledged by: System Shocked
6741151a2038d
I process bullshit for a living.
That's a lovely line for a T-shirt. Really made my day.

6741151a20e80System Shocked

6741151a20ee1
Commandeering The Command Deck
===============================

1. Align the upper and lower ceiling textures http://i.imgur.com/E3rzAIk.jpg
2. An odd texture can be found here http://i.imgur.com/7NpdboE.jpg
3. Place partially obscured warning stripe in front of railing, so it's more useful/visible http://i.imgur.com/JD7M6dm.jpg
4. If it exists, use a piece of pipe that more closely reflects size of section that's broken off http://i.imgur.com/yzMUYCo.jpg
5. For the washrooms off of the Officers Lounge http://i.imgur.com/mD67RpP.jpg
a) Mens - add a defective fluorescent light in this cubicle http://i.imgur.com/k4uyMjh.jpg
b) Ladies - add fluorescent lights, working or defective, to these cubicles http://i.imgur.com/ug8VWpv.jpg
c) Use Mens cabinet texture scheme http://i.imgur.com/zEhzK7i.jpg on Ladies cabinet http://i.imgur.com/OFmPs5C.jpg
6. Make one of the five lights on this wall, defective http://i.imgur.com/uJcwQKi.jpg
7. For the 4 crew quarters in area http://i.imgur.com/f1o1lCm.jpg light in bed cubicles differ http://i.imgur.com/W1pPBxX.jpg and http://i.imgur.com/oIwLKG1.jpg and http://i.imgur.com/mZBL3Zl.jpg and http://i.imgur.com/buSvnrA.jpg. They should all be standardized - if doable, use this fixture variant to spruce up the place http://i.imgur.com/pyexSYz.jpg
8. A severed arm should have splashes of blood around it http://i.imgur.com/a7vqbiu.jpg
9. Design wise, add a light here http://i.imgur.com/oZK25kE.jpg and to match opposite one http://i.imgur.com/j9yfukX.jpg
10. Design wise, add defect lights here http://i.imgur.com/umgRNEZ.jpg and to match these http://i.imgur.com/9ubr28E.jpg
11. Change this odd/out of place purple texture to match with the walls http://i.imgur.com/DGfyFBn.jpg
12. Design wise, an area this big should have lights, even if they're all defective (1 blinking?) http://i.imgur.com/jjvXarO.jpg
13. Considering there are 12 lights in this vicinity, make a couple of them defective http://i.imgur.com/021EyRm.jpg
14. Center light on wall, like the opposite one is http://i.imgur.com/lt18nmq.jpg
15. With no area defect lights, make this one flicker http://i.imgur.com/wfuMl8E.jpg for a nice effect below http://i.imgur.com/QGYpfqV.jpg - add light to niche or a point of light to maintain focus on needed items http://i.imgur.com/fApfNwn.jpg
16. This immovable severed arm needs some blood splashes http://i.imgur.com/U4y5gO1.jpg
17. Add blood to corridor http://i.imgur.com/RWfiY1a.jpg lost by these poor souls ahead http://i.imgur.com/L0N6p6k.jpg
18. Add warning stripes here to match the others further up the ramp http://i.imgur.com/oJQkGD4.jpg
19. For the pristine and perfect looking ramps http://i.imgur.com/MJf1rTB.jpg
a) The ramps have a total of 16 lights, all working - how about 2 defective ones, a flickering one or a dislodged sparking one.
b) Add a corpse somewhere along the ramp and some debris - it's just too clean.
c) Throw around your blood brush and taint up the place.
20. This corridor has all 12 lights working, and it's as clean as a whistle - MUCK IT UP !  http://i.imgur.com/o1CnsAw.jpg
21. Although I'd like to see windows overlooking the shuttle bays http://i.imgur.com/6wGznvy.jpg shatter when the shuttles blow up (which I suggested at one time), design wise, it doesn't make sense. With their proximity to the perils of outer space should an accident occur, all the windows should be unbreakable, as they are in the Engineering deck's shuttle bay.
22. No explosion sounds (tried grenades and fusion cannon) heard on certain parts of wall http://i.imgur.com/rNZM0xc.jpg
23. Here in the umbilical room http://i.imgur.com/RsPjdUy.jpg
a) Crew members would be moving between ships, meeting/waiting for friends, so add a couple of lights and seats and such.
b) If these dated textures can't be replaced, conceal them with warning stripes http://i.imgur.com/J05Ha6N.jpg

An additional item on the Engineering Deck
====================================
24. Match texture to that of the connected walls http://i.imgur.com/5rbqVHE.jpg

An additional item on the Operations Deck
===================================
25. Here http://i.imgur.com/JsFfVAF.jpg shift texture at room's entrance for full panels http://i.imgur.com/E21O1MA.jpg

Many a thanks.

Now making my way over to the UNN Rickenbacker  .  .  .  .  .
« Last Edit: 07. May 2015, 09:13:30 by System Shocked »

6741151a2100dZylonBane

6741151a21065
Great, looks like he's fancying himself an interior lighting designer now.
6741151a213ff
Great, looks like he's fancying himself an interior lighting designer now.
The Dark engine is the perfect place for that.
6741151a21540
Lol, it really does seem like he's upped his level of garbage to pad his numbers.
4 Guests are here.
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