6740d42f06882

6740d42f077f6
4 Guests are here.
 

Topic: SCP Issue Reporting
Page: « 1 ... 16 [17] 18 ... 22 »
Read 67460 times  

6740d42f07f7eZylonBane

6740d42f07fdf
The hilarious thing is, he's never reported a single automap error, even though I know they're all over the place. Makes sense I suppose... his "condition" is known to impose a certain laser-precise tunnel vision.

6740d42f08271System Shocked

6740d42f082e2
Great, looks like he's fancying himself an interior lighting designer now.

Just putting ideas out there... no harm in that, is there?

6740d42f084a4System Shocked

6740d42f084f4
Lol, it really does seem like he's upped his level of garbage to pad his numbers.

What I'm doing isn't about numbers. There's more that hasn't been reported. I don't think you want me reporting all that.
« Last Edit: 07. May 2015, 04:06:16 by System Shocked »

6740d42f086e1System Shocked

6740d42f0872e
The hilarious thing is, he's never reported a single automap error, even though I know they're all over the place. Makes sense I suppose... his "condition" is known to impose a certain laser-precise tunnel vision.

What's so hilarious about that. I thought this was a team effort. You don't expect me to do everything, do you?  :) 
« Last Edit: 07. May 2015, 20:21:23 by System Shocked »

6740d42f08ce4System Shocked

6740d42f08d34
I "Ricken" I'll Mosey Around The UNN Rickenbacker's Deck A
=================================================

1. This door http://i.imgur.com/5oHzX7X.jpg closes down onto the player http://i.imgur.com/JXzGZH9.jpg
2. Textures are out of alignment here http://i.imgur.com/y2ovWIb.jpg
3. Rotate body 180° http://i.imgur.com/rvkky23.jpg so it differs from the one in Med/Sci http://i.imgur.com/jdsu4qI.jpg
4. Here http://i.imgur.com/DOhX2rB.jpg rear of ceiling turret clips into pipe http://i.imgur.com/ax0nUI5.jpg
5. A graphics glitch here http://i.imgur.com/vfG5Ito.jpg that fades away the closer you get http://i.imgur.com/6qqfFQL.jpg
6. Check door http://i.imgur.com/0ZQjEU0.jpg - at times, it will come down onto the player http://i.imgur.com/2h6Vic3.jpg
7. Here http://i.imgur.com/6UeTdxb.jpg pipes don't contact floor's recessed area's side wall http://i.imgur.com/aqPVkps.jpg
8. This door http://i.imgur.com/KQDxLEb.jpg closes down onto the player http://i.imgur.com/urNmzDL.jpg
9. Cover this texture http://i.imgur.com/7O65xiP.jpg for a cleaner/tidier look http://i.imgur.com/RBT1CtG.jpg
10. Here http://i.imgur.com/3194xcs.jpg these poor lil' guys are stuck and can't be destroyed http://i.imgur.com/KYkTZJ2.jpg
11. For these railings here http://i.imgur.com/MsT4CDL.jpg
a) The joints are badly disjointed http://i.imgur.com/0t0enb3.jpg
b) For a pro installation, extend railing to corner http://i.imgur.com/B3Q14Ie.jpg
12. These pipes http://i.imgur.com/EwYbYM6.jpg clip http://i.imgur.com/s0YBBJx.jpg - lower them or use a smaller model.
13. For the torpedo launch center http://i.imgur.com/blJ6tm1.jpg
a) If only 1 torpedo is launchable, change left button's sound and display an error message http://i.imgur.com/a5JU7yk.jpg
b) After launch sequence, press either button and you'll, eventually, see more explosions http://i.imgur.com/I68OgVM.jpg
14. This door http://i.imgur.com/VLJxTlP.jpg closes down onto the player http://i.imgur.com/82YgaHW.jpg
15. This door http://i.imgur.com/WlUvf9H.jpg closes down onto the player http://i.imgur.com/XTXPzeI.jpg
16. Raise height of pipe http://i.imgur.com/QpHDbc9.jpg to fix clipping into angled wall http://i.imgur.com/SBQ2cGs.jpg
17. Both of these upgrade units are set too deep into the wall http://i.imgur.com/G1rrMS4.jpg

An additional item on the Med/Sci Deck
=================================
18. Add a warning stripe to walkway http://i.imgur.com/EIZINeC.jpg as on the Rickenbacker http://i.imgur.com/nb34JYx.jpg

My thanks upon you all.
« Last Edit: 09. May 2015, 09:15:29 by System Shocked »

6740d42f09195System Shocked

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Turvy-Topsying My Way Through The UNN Rickenbacker - Deck B
=====================================================
1. The very first door http://i.imgur.com/x2xrqxB.jpg closes down onto the player http://i.imgur.com/Ss8kM0I.jpg
2. Use textures with more details http://i.imgur.com/TlhPDCD.jpg and on other side http://i.imgur.com/5mtvr6V.jpg
3. Any chances of improving upon this altar model?  http://i.imgur.com/9VJWDNz.jpg
4. Center the fluorescent lights within their niches http://i.imgur.com/dkcbMRD.jpg
5. Shouldn't steam be leaking from broken end of pipe too? Where's the broken piece of pipe? http://i.imgur.com/lyyYfIF.jpg
6. For maximal mood effect, equally space lights along full length of corridor http://i.imgur.com/QjSfDfp.jpg
 
Rebalancing My Way Through The UNN Rickenbacker - Deck C
===================================================
1. For these 2 upgrade units http://i.imgur.com/mf8FbWO.jpg
a) The Stats one doesn't contact the wall http://i.imgur.com/WW43JYk.jpg
b) And the Tech one is set too deep into the wall - no screenshot.
2. Both of these upgrade units are set too deep into the wall http://i.imgur.com/jiMSyVh.jpg
3. Swap out bland albino texture for one with more details, and add warning stripes http://i.imgur.com/AU9WZx2.jpg
4. Reposition texture to attain full panels and to match opposite side http://i.imgur.com/KxvunjR.jpg
5. Shift railing's position to utilize ramp's full width, so rumbler doesn't hit his hip on it http://i.imgur.com/p0uT4ny.jpg
6. All these crates http://i.imgur.com/g1zXp2e.jpg are floating above the floor http://i.imgur.com/M9DVlMM.jpg
7. This red light is set too deep into the ceiling http://i.imgur.com/1JbE0iL.jpg
8. All these crates http://i.imgur.com/R7Jp9YP.jpg are floating above the floor http://i.imgur.com/RSqoZX3.jpg
9. For an improved look and continuity, extend textures onto slanted surfaces http://i.imgur.com/zxAxi4s.jpg
10. This caution sign http://i.imgur.com/091r9IH.jpg doesn't contact the wall http://i.imgur.com/oLsaiSa.jpg

Unless I come across something important, I'll now end my feedback reports and excitedly wait for the imminent release of SCP Beta 2. After all, I should leave some issues to be discovered/reported during the lead up to the release of SCP Beta 3 !

Thank you Devs for your patience, time and efforts.
« Last Edit: 23. May 2015, 16:08:48 by System Shocked »
6740d42f095b0
The hilarious thing is, he's never reported a single automap error, even though I know they're all over the place. Makes sense I suppose... his "condition" is known to impose a certain laser-precise tunnel vision.

It is well known to everyone who frequents this forum that you are often one of the grumpy kind, but now your unfriendliness here reaches new heights. I am thankful for all your work you are putting into a great game, but if you are only to disencourage and ridicule interested and motivated persons then please just shut the fuck up. You are making me squirm with vicarious embarrassment, to put it in embroidered words.
Acknowledged by: System Shocked

6740d42f09664ZylonBane

6740d42f096be
Them's mighty smug words for someone who doesn't have to actually deal with all his crazy. How's the weather up there on your high horse?

6740d42f09753System Shocked

6740d42f097a0
Ignore, posted in error. Forum admin, please remove.

Thanx
« Last Edit: 07. May 2015, 22:49:18 by System Shocked »
6740d42f09ac0
Them's mighty smug words for someone who doesn't have to actually deal with all his crazy. How's the weather up there on your high horse?

I'm a pretty down-to-earth kind of guy, who's trying to talk your arrogant, presumptious language. The weather is settled.

6740d42f0d047System Shocked

6740d42f0d0ad
A Few Lingering Observations On The Med/Sci Deck
===========================================
1. For this armory http://i.imgur.com/Dcirv6u.jpg
a) Door closes onto player, ONLY when exiting room http://i.imgur.com/M54vstA.jpg - oddly, it doesn't when entering room.
b) Align ceiling and floor textures with those of the corridor http://i.imgur.com/4wLr1Mx.jpg
c) As almost always done elsewhere, match light niche's textures to that of the ceiling http://i.imgur.com/WgiNyqk.jpg
d) Design wise, move the bench seat so it doesn't interfere with locker door opening/closing http://i.imgur.com/Drb5XyG.jpg
e) Corpse is too sterile - add a splash of blood with palm print to the wall or floor http://i.imgur.com/ekCPsgI.jpg
2. Design wise, there's a long stretch of corridor here with no light(s) represented http://i.imgur.com/HX9cl7B.jpg - don't want to change the existing beautiful lighting, so add a defective light, centered on the connecting corridor.
3. An odd game mechanic is that when you kill an enemy at distance, an onscreen message appears to "Search corpse" http://i.imgur.com/oOERqRQ.jpg which you can't do unless you're in close proximity of the corpse. It's useful to instruct newbies, but gets in the way of fully viewing the death animations, especially for the monkeys. Then there's situations where you're closer to the enemy and the "Search corpse" message appears. You attempt to search it but you can't, and then the message disappears because you weren't close enough to the corpse to do so. It'd be nice to have an "on or off" option.
4. For a finer/cleaner look, move/cut/paste the upper walkway's underside textures http://i.imgur.com/HmWwPlE.jpg so full texture tiles are along the walkway's outer edges http://i.imgur.com/StSBnDQ.jpg and http://i.imgur.com/INZG5nF.jpg and http://i.imgur.com/TSoSpzW.jpg   EDITED:   Added  http://i.imgur.com/E7HmtE2.jpg and http://i.imgur.com/xLif7y7.jpg
5. Design wise, relocate computer console http://i.imgur.com/tUMXK42.jpg - narrow walkway so crew can't pass each other.
6. Throughout the game, many conduits have mounting brackets that don't contact the wall http://i.imgur.com/RxekmlP.jpg
7. Design wise, raise boxes http://i.imgur.com/lpsyFRs.jpg so they're wayyy above head height http://i.imgur.com/eeAIRe5.jpg
8. Have instances indicating original point of injury and blood trails to where death occurred http://i.imgur.com/I2gHcDW.jpg

EDIT 1:
Meanwhile, Back On The Hydroponics Deck
====================================
9. Niche's rear texture http://i.imgur.com/Nj0mjln.jpg differs from the one on opposite side http://i.imgur.com/k9pV65w.jpg
10. For consistency, add sign http://i.imgur.com/G842nLc.jpg to match one on opposite side http://i.imgur.com/i0SyHOF.jpg

EDIT 2:
Teleporting Over To The Operations Deck
==================================
11. Valu Rep's upper panel http://i.imgur.com/rKMTc7E.jpg doesn't contact its main body http://i.imgur.com/gorzdPh.jpg
12. To avoid partial texture http://i.imgur.com/OA2GoU6.jpg use setup from another room http://i.imgur.com/QZAOGAS.jpg
13. This medium plant model's pot is always missing its backside poly textures http://i.imgur.com/uMVG1x8.jpg
14. These pipes don't contact the ceiling http://i.imgur.com/hr1MKVj.jpg
15. Design wise, with other light in close proximity, relocate this one further into the room http://i.imgur.com/NLlLREe.jpg
16. Console overtop wires? http://i.imgur.com/m0CqnKQ.jpg - place it like one on other side http://i.imgur.com/ounAgAa.jpg
17. At the shooting range, the floor texture here doesn't match with the rest of the floor http://i.imgur.com/ydWdOGk.jpg
18. Not particular to Ops Deck, but with all the cigarette packs around, cigarette butts should be more prevalent everywhere. Have setups with a cigarette pack, butts and a liquor bottle beside a corpse. Knowing they'd soon die, they lit up and drank to ease their pain. Good places for cig butts are the shooting range booths, at tram stations, the mall, bathroom stalls, lounge areas, sex sim units area, casino and theater. Doesn't need to be many, just a few. Create a texture for carpet burn marks.  XD

EDIT 3:
Way Back To The Start Of The Game
==============================
19. Align rear texture of ladder's niche with walls, and add warning stripes to sides/bottom http://i.imgur.com/aTok0iz.jpg
20. Center light on its ceiling, as in the previous room - this one is way off center http://i.imgur.com/0hxRqwi.jpg

EDIT 4:
Four More That Didn't Get Away On The Med/Sci Deck
============================================
21. Almost certain that these 2 machines don't contact the wall, by a good margin http://i.imgur.com/KQYZ9D3.jpg
22. Onscreen message says recharge station below can be activated, but it can't be http://i.imgur.com/QYF9d5t.jpg
23. These pipes http://i.imgur.com/L45yHqa.jpg don't contact the ceiling http://i.imgur.com/RPQLb3y.jpg
24. An object outside the ship blinks in and out of view http://i.imgur.com/9l7KmZ3.jpg and http://i.imgur.com/VrmRLJn.jpg

Revisiting The Engineering Deck
===========================
25. In Cargo Bay 1A, Valu Rep's front panels both float http://i.imgur.com/CiLh9WF.jpg and http://i.imgur.com/SaNBUvw.jpg
26. This Valu Rep's http://i.imgur.com/3VpHjkh.jpg lower panel doesn't contact its main body http://i.imgur.com/l2dF2tu.jpg
27. This Valu Rep's http://i.imgur.com/lc8lHGI.jpg lower panel doesn't contact its main body http://i.imgur.com/xDq11rU.jpg
28. On Cargo Bay 1B's second level, crate has a texture issue http://i.imgur.com/GcPRYkY.jpg
NEW - 29. About ¼ portion of wall pipes in Nacelles clip into wall http://i.imgur.com/EE0kgkp.jpg - help them live a "full" life.

EDIT 5, WHICH HAS BEEN EDITED NUMEROUS TIMES:
While Fertilizing Plants On The Hydroponics Deck
=========================================
30. Refrigerated area has 4 corpses, but no blood - can blood be added to snow textures? http://i.imgur.com/QuXNRmo.jpg
31. All 4 plumes are concentrated in this area http://i.imgur.com/LNjx2Hz.jpg - spread the beauty and position 2 elsewhere.
32. This corridor has 6 junction boxes??? O_o http://i.imgur.com/RqZd8n6.jpg. First one floats http://i.imgur.com/XkmUpaa.jpg Taking down damaged conduits leaves second one badly floating http://i.imgur.com/6oCEo7o.jpg - please check the others.
33. Finish off ladder and add intended warning stripes http://i.imgur.com/IF8mIAJ.jpg and http://i.imgur.com/V6M9erK.jpg
34. When jumping while on this railing http://i.imgur.com/yhVJ3bP.jpg the pipe's upper portion blinks in and out of view http://i.imgur.com/5atsIVg.jpg and http://i.imgur.com/oPXASI6.jpg
35. For consistency with other similar setups, add warning stripes to sides of raised lips http://i.imgur.com/T2h3Sjw.jpg
36. If doable, consider removing this weirdly placed and odd looking object http://i.imgur.com/ZoyrDtL.jpg
37. Texture looks out of place/haphazard. Use a texture without any perforation http://i.imgur.com/XFvlHat.jpg
38. Use an appropriate matching texture for the sides of this ramp http://i.imgur.com/4WZTjxk.jpg
39. Massive pipe http://i.imgur.com/d2Crl04.jpg doesn't come close to contacting the wall http://i.imgur.com/T1loiFE.jpg
40. Doors like this have warning stripes bottom and top http://i.imgur.com/VnYw0yB.jpg like http://i.imgur.com/VNt6scX.jpg
41. It'd make sense these 2 rooms have 1 light (defective} http://i.imgur.com/ef2F8sU.jpg and http://i.imgur.com/tX2BB6H.jpg
42. Shift control box and conduits so mounting bracket avoids clipping into ceiling object http://i.imgur.com/1VWDtch.jpg
43. As done elsewhere, add warning stripes to ramp http://i.imgur.com/vxWA1or.jpg like here http://i.imgur.com/r2bw2Jr.jpg
44. Match upper ceiling texture to lower ceiling and ceilings in previous and next rooms http://i.imgur.com/BqEN8q1.jpg
45. Truncated cabinet textures http://i.imgur.com/cGucyOs.jpg and top/bottom textures are a mish-mash http://i.imgur.com/YmuFvHC.jpg - whereas these here look great http://i.imgur.com/twyIhoz.jpg and their tops http://i.imgur.com/K82pPtA.jpg
46. In these 2 corridors, built on a Friday afternoon before a long weekend http://i.imgur.com/ZsTrjxz.jpg
a) Rework these textures so that they are in alignment http://i.imgur.com/LtCUs2O.jpg
b) Replace this odd-partial texture with one that better matches the rest of the ceiling http://i.imgur.com/GeFRgln.jpg
c) Extend texture to corridor's end http://i.imgur.com/5fUKhf9.jpg like other side, & corridor http://i.imgur.com/oSex4gE.jpg
d) Reposition this wall's texture to eliminate partial details that are visible along its base http://i.imgur.com/4p6m5gO.jpg
e) Looks funny and odd design wise that "cabinet" textures comprise most of the ceiling http://i.imgur.com/hPh8n1V.jpg
f) Texture has horizontal lines http://i.imgur.com/zKWLVNF.jpg which doesn't match other side http://i.imgur.com/tfX404l.jpg
g) This end texture should match with the corridor's wall http://i.imgur.com/xK82cPF.jpg
h) Lower textures on these 2 walls, don't match http://i.imgur.com/pVHV5LX.jpg
47. Can texture be cut/pasted/shifted so that its detail isn't partially hidden http://i.imgur.com/ev0Aahl.jpg
48. Handrails would look and be appropriate here http://i.imgur.com/DRXbtcI.jpg and here http://i.imgur.com/4a1JsOr.jpg
49. Wrong texture here http://i.imgur.com/sBenQwi.jpg compared to room's opposite end http://i.imgur.com/6dXnH8C.jpg
50. No darkened textures here http://i.imgur.com/LA4lEG8.jpg but the upper one here is http://i.imgur.com/lGdpPgo.jpg
51. In this corridor, AGAIN http://i.imgur.com/VhMqaDs.jpg
a) To match other instances, change corner texture http://i.imgur.com/Txwn0TV.jpg to this http://i.imgur.com/XwCGc4c.jpg
b) This texture section doesn't match with the rest of the ceiling http://i.imgur.com/KP6Rb2R.jpg
c) For consistency with other lights in the vicinity, raise this one to the ceiling http://i.imgur.com/XCjxJsJ.jpg
d) These 4 corridor lights http://i.imgur.com/0Vh8YiM.jpg don't contact the wall http://i.imgur.com/d5N9WLx.jpg
e) To match the rest of the corridor, extend texture over the orphaned bubbilicious one http://i.imgur.com/n3uNVOr.jpg
f) It'd look better if a third matching texture is used, instead of a non-matching partial one http://i.imgur.com/IiWMCGp.jpg
g) Change out-of-place tiled ceiling texture to match walls or adjacent corridor's ceiling http://i.imgur.com/DlbIE3V.jpg
52. For this other corridor here http://i.imgur.com/99KQ8sK.jpg
a) Can these textures be reworked for a more concise and neater/smoother transition? http://i.imgur.com/5RiBVsB.jpg
b) For a more typical and improved appearance, continue corridor texture to ramp's top http://i.imgur.com/1UtQ6Dy.jpg
53. For smoother transition, extend corridor's texture http://i.imgur.com/J6H1CBT.jpg as here http://i.imgur.com/A5IqzDr.jpg
54. This "cabinet" texture being wrapped around a support column, just doesn't look right http://i.imgur.com/8gikWvy.jpg
55. Shift texture so a part of its detail isn't cropped off http://i.imgur.com/7M20bhc.jpg
56. This texture doesn't match the vertical support column http://i.imgur.com/zHSZwC0.jpg
57. Area's lower wall textures run vertically http://i.imgur.com/IoOD5Jb.jpg except for this wall http://i.imgur.com/9pLO2rj.jpg
58. To avoid texture interruption, maintain the same ones http://i.imgur.com/Ll8VfdI.jpg and http://i.imgur.com/pUE7xJw.jpg
59. Add textures to walls to give recessed areas more detail http://i.imgur.com/WgRnRLD.jpg & http://i.imgur.com/Jcr5jtU.jpg
60. To match the other 4 instances within the area, extend these floor textures to the wall http://i.imgur.com/Di4o5xU.jpg
61. To maintain same motif, replace out-of-place tiled textures with a suitable one from area http://i.imgur.com/6OpQrK1.jpg
62. Here http://i.imgur.com/Tt7NOAE.jpg this bag of chips spawns clipped into the wall http://i.imgur.com/dQ0kNWK.jpg
63. To maintain texture/visual continuity, replace wall's texture to match the connecting walls http://i.imgur.com/Tvnfmav.jpg
64. Continue the immensely superior tiled floor texture into the next room http://i.imgur.com/S2rO20v.jpg
65. In this corridor here http://i.imgur.com/aFTl5bj.jpg the ceiling textures don't match http://i.imgur.com/bXxZNjx.jpg
66. In this room http://i.imgur.com/6VwHk86.jpg ceiling textures are out of alignment here http://i.imgur.com/iU9nhdh.jpg
67. Shift and align textures here http://i.imgur.com/sk5Nt6u.jpg like ones on opposite side http://i.imgur.com/v4pzYfo.jpg
68. There are a couple of issues here http://i.imgur.com/K7pZB4B.jpg
a) Carry texture onto adjoined wall http://i.imgur.com/ctMDDLB.jpg to match opposite side http://i.imgur.com/huIR2hF.jpg
b) Textures on blast door's right side aren't aligned http://i.imgur.com/vMoy9px.jpg
69. Hydroponics Xerxes http://i.imgur.com/jkgBIBe.jpg differs from ones in Eng., Med/Sci, Ops http://i.imgur.com/bczgVLc.jpg
70. Over here http://i.imgur.com/w8c0OoA.jpg align ceiling textures with the shaft's exterior http://i.imgur.com/Y84XUSP.jpg
71. Shift textures so details aren't cropped off http://i.imgur.com/xQGVQ2L.jpg and http://i.imgur.com/SL3vts1.jpg
72. Reposition texture so details aren't truncated http://i.imgur.com/njR16ol.jpg
73. Some problems exist in this corridor, and the connecting ones ahead http://i.imgur.com/8vLsQEA.jpg
a) Lowly narrow bubbilicious texture strip runs across corridor's floor http://i.imgur.com/jcOgUUv.jpg
b) Upper textures on these 2 doors http://i.imgur.com/0VsN7FF.jpg need tweaking http://i.imgur.com/bFy8dRX.jpg
c) This door's http://i.imgur.com/6dGZQje.jpg upper textures differ from others in the area http://i.imgur.com/TzHSTyZ.jpg and http://i.imgur.com/CjwBQNb.jpg - this door suffers the same ailment http://i.imgur.com/PYxq1M0.jpg
74. Texture issues here http://i.imgur.com/tvC2kHY.jpg & http://i.imgur.com/x8HjLUD.jpg & http://i.imgur.com/a50Zgl1.jpg
75. To eliminate the abrupt texture change, maintain same ceiling texture for entire room http://i.imgur.com/uZGI4Ye.jpg
76. Keep same texture direction in corridor http://i.imgur.com/lcztrz3.jpg by rotating texture http://i.imgur.com/eL3uCc7.jpg
77. Maintain same texture direction, by rotating it. Will also align with next corridor's texture http://i.imgur.com/Y2bBRxQ.jpg
78. There are non-matching ceiling textures in this area http://i.imgur.com/kiFBoeO.jpg
a) These 2 here: One side http://i.imgur.com/wD5lLYv.jpg and the other side http://i.imgur.com/0tGOK47.jpg
b) And these 2 here: One side http://i.imgur.com/9mNXAWR.jpg and the other side http://i.imgur.com/Qt8BmwL.jpg
c) And these 2 here: One side http://i.imgur.com/nDSEAHn.jpg and the other side http://i.imgur.com/0XbdLud.jpg
79. In this room, textures on the walls' lower slanted portions are different from each other http://i.imgur.com/5aB69Yu.jpg When the room's texture problems are being corrected, don't forget these 2 little end pieces http://i.imgur.com/3vdY85g.jpg
80. One of the weapon projectile release points for the cyborg midwife looks strange - square stance is ok http://i.imgur.com/k2gsWWr.jpg lunge stance is ok http://i.imgur.com/GpizsDM.jpg alternate lunge stance??? http://i.imgur.com/KhA6Gmv.jpg
81. In this area here http://i.imgur.com/40IKsMW.jpg ceiling has a texture seam problem http://i.imgur.com/Qgep7Pf.jpg
82. At this locale http://i.imgur.com/NzklOR2.jpg continue same texture to angled ceiling http://i.imgur.com/OD9of2Q.jpg
83. As done with other ramps of this type, please add warning stripes to it http://i.imgur.com/BokOSbj.jpg
84. Adding handrails to this long and steep ramp would certainly be prudent http://i.imgur.com/jO47AZV.jpg

More 'Tribbles' On The Engineering Deck
==================================
85. Shift pipe to the left http://i.imgur.com/cX1sAXg.jpg to avoid it being crushed when the door opens http://i.imgur.com/G3V7TPR.jpg - also, in its present location, lower part should appear in next room's corner http://i.imgur.com/h1REQQT.jpg
86. Make these 2 pipes more robust, and less frail, gangly and spindly looking http://i.imgur.com/I8Q0V50.jpg - consider shortening how far they extend into the room http://i.imgur.com/zyKf8Zi.jpg
87. Continue superior texture along the facing of the steps http://i.imgur.com/YoFrjsB.jpg
88. Pipes appear like they don't make contact with anything http://i.imgur.com/aM1FApE.jpg
89. For a neater appearance, eliminate this narrow gap between pebble and grill textures http://i.imgur.com/4TcswS5.jpg
90. Door well gaps are greater on some doors http://i.imgur.com/bWruXxf.jpg than others http://i.imgur.com/wyuUFYt.jpg
91. "Flammable" sign http://i.imgur.com/gD0tLOX.jpg doesn't contact wall http://i.imgur.com/eIYtion.jpg - other one is OK.
92. Rework storage area's ceiling texture, so it looks less disjointed/messy http://i.imgur.com/XzpfTj7.jpg
93. Box is far too low http://i.imgur.com/VWAkhhL.jpg and its conduit doesn't breach ceiling http://i.imgur.com/Wk5lIhE.jpg
94. These 5 data displays all have niches http://i.imgur.com/WI7cbzf.jpg but not this one http://i.imgur.com/O3bsEOI.jpg
95. This wall sign floats http://i.imgur.com/29i4Pkw.jpg - while fixing it, center it between the lines of the wall texture.
96. For a more defined look, adjust floor texture to eliminate this sliver portion http://i.imgur.com/zC7EFbE.jpg
97. This pipe http://i.imgur.com/MMJ9FIm.jpg not long enough to span required distance http://i.imgur.com/mnfCgcL.jpg
98. This plant is too low and bothersome to player navigation, so please relocate it http://i.imgur.com/fAv9TCl.jpg
99. Grav lift stops above the floor http://i.imgur.com/wF99AgV.jpg - grav lift at other end http://i.imgur.com/0mAYLcK.jpg
100. There are a couple of issues with this elevator http://i.imgur.com/6Dj4Gfp.jpg
a) Its doors close onto player http://i.imgur.com/ln1yPaN.jpg - Hydroponics elevator doors http://i.imgur.com/CFR21b4.jpg
b) The back of the elevator button has no texture http://i.imgur.com/mzedaYD.jpg
101. Rework lights in fluidic tunnels. Many need centering within their compartments, aiding illumination. There are also lights missing. Some examples http://i.imgur.com/YcLlrYH.jpg & http://i.imgur.com/PIJq5S6.jpg & http://i.imgur.com/UyOxAKP.jpg & http://i.imgur.com/vn2ExDe.jpg & http://i.imgur.com/DY8KeNJ.jpg & http://i.imgur.com/TXMsVln.jpg & http://i.imgur.com/x6R04Rg.jpg & http://i.imgur.com/6FulCJh.jpg & http://i.imgur.com/erupAIU.jpg & http://i.imgur.com/zfnekT5.jpg . With players endlessly running around the tunnels lost and confused, it should at least be visually pleasing.
102. Player steps down when at rear wall, even though lift's platform is level with floor http://i.imgur.com/2NRHMBM.jpg
103. The same texture problem exists in Cargo Bays 1B and 2B :
a) Cargo Bay 1B - To match wall textures elsewhere in area, swap positions of these two http://i.imgur.com/7FIxNgM.jpg
b) Cargo Bay 2B - To match wall textures elsewhere in area, swap positions of these two http://i.imgur.com/6bHAJVc.jpg
104. Add texture across storage area's top http://i.imgur.com/NSbNIaZ.jpg like room's others http://i.imgur.com/vVxIjQY.jpg
105. Messy texture in corridor to Nacelle 1 http://i.imgur.com/HHJdMyO.jpg - here's Nacelle 2 http://i.imgur.com/I1GJSf2.jpg
106. Ceiling textures in this very looong sectioned area, vary http://i.imgur.com/BKwjd67.jpg
a) This ceiling's texture http://i.imgur.com/c61LwS5.jpg differs from 6 of 8 other sections http://i.imgur.com/ENZmydW.jpg
b) In this section, half the ceiling has textures and the other half has no detailed textures O_o http://i.imgur.com/9ZRcbjC.jpg
107. Grenades fired at grates pass through and explode, but there are no explosion sounds http://i.imgur.com/l2FtlWD.jpg
108. To match their adjacent counterparts, add a green glow to a few lower segments in fluidic tunnels http://i.imgur.com/1gjLaXO.jpg and http://i.imgur.com/nHRT3RN.jpg and http://i.imgur.com/U9Wo1PZ.jpg and http://i.imgur.com/Q5AnJPV.jpg
109. Here http://i.imgur.com/5EbpuTb.jpg reposition upper texture so it matches lower one http://i.imgur.com/oVJhKm3.jpg
110. Rework texture seam pileup eyesore http://i.imgur.com/Oquqekr.jpg and this one too http://i.imgur.com/R5TOyaP.jpg

While Still Recreating On The Recreation Deck
======================================
111. On upper level of crew quarters, these wall textures are misaligned http://i.imgur.com/DkqFH1Y.jpg
112. Textures on the corridor walls facing the courtyard on the upper level of the crew quarters, are positioned differently http://i.imgur.com/9h3rlvs.jpg and http://i.imgur.com/2jgtpFp.jpg and http://i.imgur.com/lMbWVbW.jpg - pick what's best :happyjoy:
113. Shift textures http://i.imgur.com/mapeyKX.jpg to fix partial texture details at both ends?  http://i.imgur.com/lKZqJkR.jpg
114. Rotate textures 90° to match upper ceiling http://i.imgur.com/H6s2Ihk.jpg like here http://i.imgur.com/zEwzXHX.jpg
115. Most wall textures in elevator area are misaligned http://i.imgur.com/SblLpY2.jpg and http://i.imgur.com/Tb6CVbp.jpg
116. Most of the wall textures on the exterior of the elevator complex, are not aligned http://i.imgur.com/qrLxY5f.jpg and http://i.imgur.com/8MfeqU3.jpg and http://i.imgur.com/oXiDAiP.jpg and http://i.imgur.com/QvzJ0R0.jpg
117. All 3 sets of doors to the elevator http://i.imgur.com/l4K3pxg.jpg close onto the player http://i.imgur.com/ITAgiLT.jpg
118. The crew quarters upper floor exterior walls have some problems :
a) BIG wall texture seam/alignment issues exist here http://i.imgur.com/IZnNm3I.jpg and http://i.imgur.com/Mpb1Lh9.jpg
b) Reposition wall textures, to improve their appearance http://i.imgur.com/glgc6Tz.jpg and http://i.imgur.com/LZRf4G7.jpg
c) To better read them, move 'CREW QUARTERS' signs http://i.imgur.com/KrIxkMy.jpg and http://i.imgur.com/gis8pVF.jpg
119. Orient/place 4 ceiling lights so they are the same http://i.imgur.com/aBFGrHU.jpg and http://i.imgur.com/3r8zKs4.jpg
120. These 3 angled structural extensions http://i.imgur.com/sDrl5cQ.jpg have a narrow recessed gap that runs along their front edges http://i.imgur.com/Vbulmhm.jpg and this one differs a little from the others http://i.imgur.com/783CrAw.jpg
121. Can outward facing counter texture details be made to match better/somewhat?  http://i.imgur.com/43P2at8.jpg
122. Change lower niche texture so that it matches with the upper niche texture http://i.imgur.com/VAak4OK.jpg
123. For an improved look, continue same texture on facing wall, and replace the odd wall texture that's used on the short mid ceiling, with one that's more suitable http://i.imgur.com/NylyZ2o.jpg
124. Change wall texture on lower sloping surface so it matches the opposite side http://i.imgur.com/yi1oLak.jpg
125. To maintain design consistency, change left side wall textures to match right side ones http://i.imgur.com/rvuP9lQ.jpg
126. As is usually the case, position these 2 key card readers on the opposite side, so that they mirror the placement of the other 2 key card readers http://i.imgur.com/lVXigwb.jpg and http://i.imgur.com/6SDPiif.jpg
127. Reposition wall sign so it's more pronounced - leave existing wall damage/blood behind http://i.imgur.com/hh4T828.jpg
128. Reposition wall sign so it's more centralized and visible - apply existing bullet holes to it http://i.imgur.com/5XFSo10.jpg
129. Makes sense platform elevators have warning stripes http://i.imgur.com/Tc0RkVm.jpg and http://i.imgur.com/6o1zJt1.jpg
130. Move sign so it's more noticeable/makes more sense, or add another like on lower level http://i.imgur.com/THU9KCs.jpg
131. Position of corridor lights differ - put them equidistant from each other & corridor's ends http://i.imgur.com/yujA3gY.jpg
132. Textures are aligned here http://i.imgur.com/qJKwpss.jpg and http://i.imgur.com/Hlgqz1R.jpg but not at other columns.
133. Elevator floor texture nicely centered http://i.imgur.com/JT0MxtN.jpg but others aren't http://i.imgur.com/SwQXuZc.jpg
134. Center the basketball court scoreboard on its wall http://i.imgur.com/WDGE0OV.jpg
135. Basketball net's backboard doesn't contact its vertical mounting post http://i.imgur.com/oStmgCQ.jpg
136. For 2 conduits http://i.imgur.com/zC5nQye.jpg place them at same distance from wall http://i.imgur.com/CxgCNMN.jpg
137. For a more polished/refined appearance, slightly raise the pool's wall textures http://i.imgur.com/pq8HvkN.jpg
138. Water sound plays when exiting pool using ladder, but not when exiting pool elsewhere http://i.imgur.com/zKuBxsG.jpg
139. The water safety buoys exhibit odd floating mechanics http://i.imgur.com/VvRwSQJ.jpg
140. Ceiling and light panel textures align here http://i.imgur.com/lq2N8vA.jpg but not here http://i.imgur.com/QoglY9U.jpg
141. Center the position of the swimming pool's diving board http://i.imgur.com/lv8GJMn.jpg
142. Change the upper and lower textures for this window/opening, so they're the same http://i.imgur.com/6XehODy.jpg
143. Light above door http://i.imgur.com/VKw4Q75.jpg floats http://i.imgur.com/4WftX7P.jpg - while fixing, center it on door.
144. Add a light (defective?) here http://i.imgur.com/dV1Fzee.jpg to match one on other side http://i.imgur.com/VjaveWl.jpg
145. It would make design sense to have a light somewhere here, even a defective one http://i.imgur.com/qtiLmui.jpg
146. Raise and center this light on the display terminal http://i.imgur.com/1mAVKMF.jpg
147. Reposition the 'MEDICAL' wall signs in these corridors, for a superior appearance http://i.imgur.com/IAdQcNJ.jpg
a) Move this one so that it's in a more refined position, and the wall textures don't interfere http://i.imgur.com/sO0v6vg.jpg
b) Shift this one as well, so that it's centered and in an improved legible position http://i.imgur.com/unSvjE7.jpg
c) Relocate this one too, so that it's centered and in a more readable position http://i.imgur.com/losvxQe.jpg
d) Move this one also, so that it's centered and in a better visible position http://i.imgur.com/pvybfzh.jpg

A FINAL thank you Devs, for reviewing/processing all of my SCP Beta 1 feedback reports.
« Last Edit: 06. June 2015, 15:31:42 by System Shocked »

6740d42f0d189System Shocked

6740d42f0d1d4
Please take note of issues added to above forum post #394.

Thank you.
« Last Edit: 14. May 2015, 01:05:43 by System Shocked »

6740d42f0d2e6voodoo47

6740d42f0d330
I ain't gonna begin before you're done anyway, obviously.

6740d42f0d3b8ZylonBane

6740d42f0d400
What is it with this guy and warning stripes?

6740d42f0d6e6System Shocked

6740d42f0d73b
What is it with this guy and warning stripes?

It's all about making the game's design and use of assets consistent, and that the same aesthetics are maintained/improved from area to area and level to level.
« Last Edit: 15. May 2015, 07:21:08 by System Shocked »

6740d42f0d896voodoo47

6740d42f0d8e7
as I'm wrapping up the last bits of the reports, I'll comment on some things;

-ignored most of the suggestions. "I think this light should blink" and similar are not a reason enough to change things.
-tried to fix up the stripped levels (ops3, ops4, hydro2) as much as I could, but as texture manipulation is extremely limited in those levels, I had to leave most of the stuff unfixed. unless someone pulls that stunt with recreating the levels to make them unstripped, those will remain unfixed forever (as the only other way around this is creating a custom texture for each place that has a problem, and that is a sure path to madness and destruction).
-again I have to stress that the (future) reports need to group the issues by map. ain't nothing more annoying than thinking you are finally finished with a level, and then finding a report with "oh here are few more ops2 bits" ten posts later when working on a completely different map. also increases the chance of reports getting accidentally skipped exponentially.

6740d42f0d9d8Yankee Clipper

6740d42f0da2b
Any plans to fix whatever happened to the doors in the xerxes room in engineering? With vanilla, those doors are closed when you first come across them and they operate as expected. With the SCP, one of the doors is stuck open and they act weirdly. If the player goes through them, stuck open or not, they will close behind him like they should. But if a monster goes through them they revert to being stuck open.

6740d42f0dadaZylonBane

6740d42f0db39
The hybrids hate those noisy doors, so they break them when you're not looking.

6740d42f0de05voodoo47

6740d42f0de61
With vanilla, those doors are closed when you first come across them and they operate as expected.
nope, I specifically checked, it also happens in vanilla. those door are broken. you know, just like half the things on the ship.

I sort of like them that way, so unless ZB makes fixing that particular place his personal crusade, it's there to stay to remind us that there is no such thing as perfection in this world.
« Last Edit: 09. June 2015, 19:38:17 by voodoo47 »

6740d42f0e12dYankee Clipper

6740d42f0e17e
nope, I specifically checked, it also happens in vanilla. those door are broken. you know, just like half the things on the ship.

Look again.

I just checked. Gog version, SS2Tool'ed, no mods. Doors are NOT broken.

6740d42f0e225voodoo47

6740d42f0e28c
it has a chance of happening. do I really have to go chip on my precious shockeding time just to produce a screenshot?

6740d42f0e3bcYankee Clipper

6740d42f0e406
You don't have to do anything. But, the truth of the matter is that those doors are operating differently in the SCP.

SCP
-Doors are standing open on first entry to the xerxes room
-Doors will close once the player passes through them and will open and close normally for the player on subsequent player contacts
-Doors will not close normally when a monster passes through them but will stay stuck open until the player passes through them again

Vanilla
-Doors will be closed on first contact.
-Doors will operate normally for both player and monsters on subsequent contacts

If you wanted to make the next camera spot the player sooner, then modifying the doors so they are permanently stuck open would at least make sense. But the way that they are now, working normally for the player but not for the monsters, does not make sense. Or, to paraphrase our resident psychiatrist, no sane person would think that is the way those doors should work.

6740d42f0e4b4ZylonBane

6740d42f0e4fc
The only thing that has changed with those doors is that the triggers for opening them have been made larger so you don't open them with your nose anymore. So it's possible that whatever random hybrid wandering "breaks" them is more likely to happen now.

6740d42f0e5f7Yankee Clipper

6740d42f0e645
The only problem with your theory is the word "random". The phenomenon I described is anything but. With the SCP, a monster passing trough those doors will always leave them standing open. This almost never occurs with vanilla. I just ran a test by triggering the alarm with that camera multiple times with vanilla. Even after dealing with 11 hybrids coming though those doors, not once did they remain open.

It is an easily observable effect by anyone who takes the trouble.

And, of course, the even easier tell is that the doors are closed when you first enter the room in vanilla and they are standing wide open in the SCP. How blind do you have to be not to be able to see the difference?
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