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Topic: SCP Issue Reporting
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67403a5118e0avoodoo47

67403a5118e7c
might have contributed, but one way or another, nothing can be done - it's not like there is an invisible object that purposely blocks AIs there that we could just delete.

67403a511913cSystem Shocked

67403a511919c
useless, as he gets unstuck the moment I load the save. anyway, yeah, AIs can get stuck, nothing can be done about that except making objects not collide with AIs and that should only be done when there is absolutely no other option.

OK.     To avoid posting unnecessary attachments, which save file(s) do you need, the eng1.MIS file or the CAMPAIGN file?
« Last Edit: 29. June 2015, 01:17:27 by System Shocked »

67403a5119243voodoo47

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actually just zip the full save folder (save_13 is the quicksave) and post that next time.
Acknowledged by: System Shocked

67403a5119374System Shocked

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@ voodoo47

1. So how will the availability of NewDark v2.44 impact on the release of SCP Beta 2?
2. If the release of SCP Beta 2 is greatly delayed, can some additional issues reporting be submitted?
3. What new options and fixes in v2.44 excite you, and what are the important benefits that are provided?

67403a5119504voodoo47

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1. zero impact. there are some nice usability enhancements and new features, but these are mostly interesting for FM authors, which we are not.
2. there shouldn't be any significant delays (certainly not beta1 style one year delays). as for reporting more stuff, better hold off unless it's something VERY serious or really ugly. if it is, then I guess I could squeeze in a couple of more fixes while ZB is hammering on the gamesys (hope I'm not going to hate myself later for saying this). just remember what I've said about grouping the issues by map (that means by map, not by deck, if possible).
3. I'm old and burnt out, thus hard to excite. but me likey all the new dml stuff (well duh), and the new script param edit dialog window is really smooth now - basically, entering script parameters in the editor now fells like drinking honey mead instead of chewing on broken glass. any fix that is making the editor more user friendly is a good fix.

67403a5119657ZylonBane

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I'm seeing the release of beta 2 as Very Close. There are some rather ambitious fixes/enhancements that I have no intention of tackling for this release.

67403a5119744voodoo47

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so we using Very Close™ now? definitely sounds shorter than Soon™.

67403a5119990ZylonBane

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so we using Very Close™ now? definitely sounds shorter than Soon™.
Barely any orange lines left in the map and gamesys issue tracking for issues that can be easily addressed. Can't think of anything else that might hold us up.
67403a5119dca
Can't think of anything else that might hold us up.
That one mean nasty the whole game breaking bug which went unnoticed the whole time and only emerges after a date has been set and the release is just around the corner.

67403a5119e7dvoodoo47

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while some bugs might slip in (just like with beta1), the chances of a tweak or fix that would result in the game being unfinishable are extremely low (I will run through the game quickly right before the release to avoid exactly that).

67403a511a1ddSystem Shocked

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. . . There are some rather ambitious fixes/enhancements that I have no intention of tackling for this release.

Please elaborate as much as you can, in general and noncommittal terms, in order to draw attention to and maintain the current and long-term interest and ongoing community support towards continuing to elevate and improve the more modern look and gameplay of SS2.

Although you may not recognize it, make NO mistake that I have and WILL continue to guard your back, regardless of your repeated demeaning and disrespectful putdowns and incorrect medically perceived mental condition, when it comes down to issues/mistakes concerning SS2's look, design and inconsistencies.

Just take advantage of and utilize your extensive and warm PR skills, that you've developed over time, to keep buzzard-circling, distant shy forum members and casual visitors interested in what's going on with SS2, and what potential dramatic improvements are pending and to be hopefully implemented soon. :)

What's your take on the improvements provided by the just released NewDark v2.44? What fixes and new features ring your development bell?   
« Last Edit: 02. July 2015, 10:59:27 by System Shocked »

67403a511a2f4voodoo47

67403a511a340
as I've said, if you've got some stuff that really should be fixed (completely messed up textures for example, scripted sequences not working and similar) then post it, but note that I'm not going to crunch through 10 pages of personal suggestions.
« Last Edit: 01. July 2015, 17:37:48 by voodoo47 »

67403a511d34eSystem Shocked

67403a511d3b4
Okay. Get as many of these into SCP Beta 2 as you can. The more, the better, the merrier.

With it being eight months since SCP Beta 1's release, some of the following issues may have been previously submitted. Apologies for those, in advance. I'm listing everything that I've recently accumulated, so that you can ponder upon the whole ball of wax.

And here we go, once again . . . . .

SCP BETA 1 FEEDBACK REPORT - THE LAST OF THEM
===========================================


In Med-Sci Areas
==============
1. Design wise, a conduit connecting to a wedge light is and looks really odd http://i.imgur.com/fWT1S25.jpg and one of the conduit's brackets clips into the upper walkway's side http://i.imgur.com/NeKcVWA.jpg
2. Reposition lights to align with lower/upper ones http://i.imgur.com/wy4USnY.jpg and http://i.imgur.com/KUyToQ5.jpg
3. Reposition damaged conduit so its more believable http://i.imgur.com/hbTJ9AQ.jpg
4. To avoid repetition and for more variety, change one of these identical displays http://i.imgur.com/jV0g6pS.jpg
5. Maintain the same textures for corridor's entire length http://i.imgur.com/iKK7Xlo.jpg and http://i.imgur.com/SPSi9ee.jpg
6. Confirm that this sign actually contacts the wall, because I think that it's floating http://i.imgur.com/Gsep6u2.jpg
7. These air ducts have a couple of problems http://i.imgur.com/XOLmzrC.jpg
a) This texture seam has z-fighting http://i.imgur.com/zziurPw.jpg
b) This support bracket clips through the body of the connecting duct http://i.imgur.com/yFyUcBS.jpg
8. In this area here http://i.imgur.com/ayHa1Bk.jpg
a) Move upper walkway's railings http://i.imgur.com/HHOyqgM.jpg to eliminate overhanging http://i.imgur.com/LExenTD.jpg
b) This side of the support column has no texture on it http://i.imgur.com/K7GyXqo.jpg
c) Niche's light floats http://i.imgur.com/buBlxAc.jpg and center lights like other one http://i.imgur.com/Z5E6nHk.jpg
d) For proper symmetry and to justify illuminated areas without light sources, add additional lights http://i.imgur.com/bqmLf2s.jpg and http://i.imgur.com/e3T6PKZ.jpg and http://i.imgur.com/4zQey68.jpg
9. Lower position of this light so that it matches the adjacent one http://i.imgur.com/VqHsss2.jpg
10. Using new conduit brackets, they don't contact wall http://i.imgur.com/zTPCGq7.jpg and http://i.imgur.com/A23e753.jpg
11. Rework wall with overkill warning stripes, and center wall sign http://i.imgur.com/XXfuB1A.jpg and http://i.imgur.com/kwVwgN9.jpg - that's right Zylonbane, I'm asking for warning stripes to be removed!  O_o
12. Move junction box and conduit to the corner, for a neater appearance http://i.imgur.com/7wuBvFw.jpg
13. Plant's chains disappear http://i.imgur.com/SKx9tAz.jpg & http://i.imgur.com/zf4AYvp.jpg & http://i.imgur.com/JEa8PlR.jpg
14. To match consistency with many others, relocate railing to corridor's edge http://i.imgur.com/3W2cszr.jpg
15. Both of these ceiling pipes http://i.imgur.com/kdcXpHB.jpg have gaps in them http://i.imgur.com/oQb1qa2.jpg
16. Here http://i.imgur.com/hNnsqHh.jpg use same texture as on the connecting walls http://i.imgur.com/r0T7Px0.jpg
17. Raise this large pipe to the ceiling, to allow for more headroom http://i.imgur.com/PCvF7vp.jpg
18. To make more sense, rearrange warning stripes on these stairs http://i.imgur.com/C7GwLne.jpg
19. Fix corner textures http://i.imgur.com/I1KS7mK.jpg & http://i.imgur.com/9I2ua7M.jpg & http://i.imgur.com/nhagRNN.jpg
20. Strongly suspect that this sign doesn't contact the wall - please confirm http://i.imgur.com/JDpSTPO.jpg
21. Reposition this table so that it doesn't defy gravity http://i.imgur.com/tiqY2Ku.jpg
22. Textures on this structure's rings don't match http://i.imgur.com/F8oT0TG.jpg
a) At this location on the upper ring http://i.imgur.com/8i2R56A.jpg
b) And at these locations on the lower ring http://i.imgur.com/sVtFSDX.jpg
23. Add warning stripes for those occasions when the elevator platform is lowered http://i.imgur.com/hqgWhZq.jpg
24. NEW - Center this light on the perforated tiles - give the light its best possible look http://i.imgur.com/VPSMGDc.jpg

In Engineering Areas
==================
25. On level 1 of Cargo Bay 1B, move boxes against wall http://i.imgur.com/nOQW3Rk.jpg and http://i.imgur.com/h09XL7S.jpg
26. NEW - Here http://i.imgur.com/OhiqyzK.jpg this access hatch noticeably clips into the wall http://i.imgur.com/gjvzaZl.jpg

In Hydroponics Areas
==================
27. In this area http://i.imgur.com/WVbC2Km.jpg
a) The ceiling textures are misaligned http://i.imgur.com/HBNu5zU.jpg
b) Remove these odd patches of green textures http://i.imgur.com/4wZkadd.jpg
c) For uniformity, use the same texture as on the connecting walls http://i.imgur.com/f41whrU.jpg
28. This wall sign http://i.imgur.com/D9FeJRh.jpg doesn't contact the wall http://i.imgur.com/QMvFcbk.jpg
29. Here http://i.imgur.com/9nY1x9J.jpg change texture so it's continuous/uninterrupted http://i.imgur.com/5knmwVS.jpg
30. Tank's lower textures http://i.imgur.com/2KvzbU3.jpg don't match the other 9 tanks http://i.imgur.com/GfzobxA.jpg

In Command Deck Areas
=====================
31. NEW - For a tidier/prominent look, lower/center "ELEVATOR" sign below wall texture detail http://i.imgur.com/9cOBiUe.jpg
32. NEW - Here http://i.imgur.com/QK7lEfM.jpg there's a partial texture that's on steroids http://i.imgur.com/Sy6979R.jpg
33. NEW - Change oddly placed purple texture so that it matches with the connecting walls http://i.imgur.com/WMA1G0a.jpg
34. NEW - Change other oddly placed purple texture so that it matches the connecting walls http://i.imgur.com/hulozdX.jpg
35. NEW - For better light dispersion/symmetric look, place lights above "TRAM" wall signs http://i.imgur.com/CTMCdMN.jpg
36. NEW - Adjust the odd spacing between these lights and better maximize their positioning http://i.imgur.com/YHbHxXf.jpg
37. NEW - Add non-existent texture details http://i.imgur.com/Xh1dslW.jpg like there are here http://i.imgur.com/9cJuEYd.jpg
38. NEW - Dwell on and consider lowering ridiculously high and almost illegible wall signs http://i.imgur.com/0cxw0CH.jpg
38-1. NEW - Male corpses stuck to ceiling are same model - change one to a different type http://i.imgur.com/mAHVSvq.jpg
38-2. NEW - Change niche textures for these http://i.imgur.com/8QaycL5.jpg to this plain type http://i.imgur.com/CZPZlsh.jpg

In Recreation Areas
=================
39. NEW - Part of security crate blinks in and out of view http://i.imgur.com/xiwkDnY.jpg and http://i.imgur.com/Jg1TEIx.jpg
40. NEW - Reposition light http://i.imgur.com/lu5ozxu.jpg to match ones on wall's other side http://i.imgur.com/NZUK9U1.jpg
41. NEW - Orientation of textures on counter's face aren't consistent http://i.imgur.com/DcaB1eA.jpg
42. NEW -  In the Bonne Chance Lounge http://i.imgur.com/29NJpXr.jpg
a) Use this upper wall texture http://i.imgur.com/FEeJh5O.jpg here http://i.imgur.com/WqVLoG5.jpg
b) Reposition this severely misplaced light, so that it's centered on its wall http://i.imgur.com/Vel5D9n.jpg
c) This counter's http://i.imgur.com/pQWpQFu.jpg underside textures don't match http://i.imgur.com/YKPPQZN.jpg like they do on the other counter's underside http://i.imgur.com/8WQ708T.jpg
d) Textures on certain sides of dance floor's drop-down ceiling don't match http://i.imgur.com/cgGqPNC.jpg
43. NEW -  For a more refined appearance, center this wall sign http://i.imgur.com/JHXtuhs.jpg
44. NEW -  To reduce transitions, and a better look, extend corridor's tiled ceiling texture http://i.imgur.com/GjBBzG3.jpg
45. NEW -  In this supplies storage area, from HELL http://i.imgur.com/LKkG4Q6.jpg
a) Design wise, this area is large enough to merit having a light fixture http://i.imgur.com/5pLvpit.jpg
b) Interior ceiling and wall textures for most all freezer units need better alignment - no screenshots.
c) For this freezer unit http://i.imgur.com/nHJSR87.jpg
- There's a gap between the freezer door and the wall http://i.imgur.com/LRrm6di.jpg
- Objects in freezer can't be seen through glass door http://i.imgur.com/fZDcpM3.jpg and http://i.imgur.com/6pQXW7S.jpg
- Wrong texture used on a portion of the freezer's wall http://i.imgur.com/sVA9AsJ.jpg
d) For this freezer unit http://i.imgur.com/GhLy00W.jpg
- Door is misoriented and needs to be rotated 180° http://i.imgur.com/3wCUlox.jpg
- Center its light, like in the adjacent freezer unit http://i.imgur.com/RgRuT6l.jpg
- A set of cans isn't visible through the freezer's door http://i.imgur.com/ePE9JxC.jpg and http://i.imgur.com/5RhshUs.jpg
e) For this ramp and the upper area http://i.imgur.com/w1Y9crj.jpg
- Textures on ramp's side are poorly aligned http://i.imgur.com/l2NfuE3.jpg - As an alternate option, extend the wall's texture onto the ramp's side http://i.imgur.com/kavjRWN.jpg
- Textures on the ramp and its upper landing differ, and are misaligned http://i.imgur.com/uabx0LX.jpg
- Ceiling air duct would interfere with freezer doors opening and closing http://i.imgur.com/VjuDELz.jpg
- Freezer's door is misoriented and needs to be rotated 180° http://i.imgur.com/0EPIH5w.jpg
- Corner of railings need an alignment tweak http://i.imgur.com/1U6M4Iu.jpg
- Far end of air duct doesn't contact the wall http://i.imgur.com/dkzcaa8.jpg
f) For this corridor and the rear area http://i.imgur.com/RJgGYID.jpg
- For better light dispersion, reposition this light http://i.imgur.com/Ru0Cqfo.jpg
- Freezer doors clip into wall and freezer's shelf http://i.imgur.com/bqlcSKs.jpg
- For better light dispersion, raise this light to base of angled wall http://i.imgur.com/lQzQkyu.jpg
- There's a gap between this freezer door and the wall http://i.imgur.com/esebir5.jpg
- As suggested for Mess Hall's storage area, position ALL freezer doors flush with the walls http://i.imgur.com/cx6hh97.jpg
- Freezer's door is misoriented and needs to be rotated 180° http://i.imgur.com/6Mwf57L.jpg
- Hiccups moving back/forth while hugging these walls http://i.imgur.com/Nj3OBS5.jpg and http://i.imgur.com/mO2PUth.jpg
- This corpse's arm clips into the wall http://i.imgur.com/WdhU6Jj.jpg
46. NEW - Change end texture http://i.imgur.com/SR1Pw3J.jpg so it matches opposite end http://i.imgur.com/XWT89YR.jpg
47. NEW - Similar to other 2 lights, reposition oddly placed light so that it's far less askew http://i.imgur.com/AT75S7y.jpg
48. NEW - For this food preparation room http://i.imgur.com/Ze3XKbT.jpg
a) Remove utensils along rear wall - looks weird as they're far from being within easy reach http://i.imgur.com/yLPm7GK.jpg
b) Design wise, raise the existing light and add a matching one on the opposite wall http://i.imgur.com/aXwbry3.jpg
49. NEW - Raise these 2 lights, and those in other lounges, so they're up and out of way http://i.imgur.com/kgM1pmt.jpg
50. NEW - At the moment, positioning of the drop-down lights in the corridors of the Recreation Deck are inconsistent. Most are centered but there are some that aren't. Some are nicely tucked up and out of the way (preferred), allowing for maximal headroom and light dispersion, while others hang noticeably lower - no screenshots. Adopt a positioning standardization.
51. NEW - Shift ceiling texture so that full tiles are displayed, like in other area corridors http://i.imgur.com/xNsNSfO.jpg
52. NEW - In this upper area http://i.imgur.com/BIcT4Y1.jpg
a) Window described as unbreakable from here http://i.imgur.com/dD7inOC.jpg but not here http://i.imgur.com/MTS6c0J.jpg
b) Ends of both handrails clip into the walls http://i.imgur.com/aYDM6D1.jpg and barriers http://i.imgur.com/eO1n804.jpg
53. NEW - Blood decal extends beyond the wall's edge http://i.imgur.com/v4izKd7.jpg and http://i.imgur.com/HYteZEd.jpg
54. NEW - At this location, portions of new longer conduit brackets are visible http://i.imgur.com/zTE9qUv.jpg
55. NEW - There are several issues within this room http://i.imgur.com/NjlbC53.jpg
a) The wall and floor tiles align here http://i.imgur.com/vuhNZPy.jpg but not for any of the other walls - no screenshots.
b) Tiled texture on this wall is elongated, so it doesn't exactly match the other walls http://i.imgur.com/JPN1zZz.jpg
c) All 3 display niches have problems with them :
- Lower surface tiled and aligned http://i.imgur.com/fOpqTcp.jpg but upper one is neither http://i.imgur.com/uddxU77.jpg
- Lower surface tiled, but not aligned http://i.imgur.com/VPB0EBG.jpg and upper is neither http://i.imgur.com/uLLokSN.jpg
- Lower surface tiled, but not aligned http://i.imgur.com/iHnG9dj.jpg and upper is neither http://i.imgur.com/4rqKdbM.jpg
56. NEW - In Crew Quarters area, reposition this texture so upper storage compartment isn't truncated http://i.imgur.com/CyoFarY.jpg. There are some where this was already done, but there are others that require this rework performed on them.

On Rickenbacker's Deck A
======================
57. NEW - The tops of this conduit's support brackets clip into the ceiling http://i.imgur.com/HzD9W1o.jpg
58. NEW - At the top of the first ladder that you ascend http://i.imgur.com/9F8KxZR.jpg
a) Change this texture so that it matches with the connecting walls http://i.imgur.com/N0XkTRC.jpg
b) A section of this texture seems corrupt and/or incomplete http://i.imgur.com/cNsj9QP.jpg
c) The top of the ladder can be seen clipping into the wall and ceiling http://i.imgur.com/n8D4Q68.jpg
d) As with others, add warning stripes to ladder's base http://i.imgur.com/cqBiYgH.jpg & top http://i.imgur.com/cIwKUno.jpg
59. NEW - This gravitic crane mechanism has some problems http://i.imgur.com/Pahe5qp.jpg
a) Right decal is fully displayed http://i.imgur.com/k4sCaqI.jpg but one on other side isn't http://i.imgur.com/bQbj6BF.jpg
b) Inner support ribbing in its arms, shimmer and don't maintain their full shapes http://i.imgur.com/Lp6XsvA.jpg
c) Left rear clips into the ceiling http://i.imgur.com/CXDrkda.jpg and right rear doesn't http://i.imgur.com/ORfnG53.jpg
d) Left rear details don't clip each other http://i.imgur.com/IO8ptQq.jpg but right ones do http://i.imgur.com/Kv1wy01.jpg
60. NEW - The floor textures surrounding the yellow tanks in this area, are inconsistent http://i.imgur.com/YHbyA11.jpg
a) Texture on this side http://i.imgur.com/L7IsYdH.jpg differs from the one on the other side http://i.imgur.com/YYItxWP.jpg These are the textures used at the tank's end http://i.imgur.com/n03ZBZW.jpg
b) Same with the adjacent tank http://i.imgur.com/5HIocXc.jpg - floor texture on other side http://i.imgur.com/3uzUKq7.jpg
c) Floor texture is fine here http://i.imgur.com/Vs4jECP.jpg but not for tanks on other side http://i.imgur.com/Y7Fd79Y.jpg
d) Here http://i.imgur.com/FzpST8S.jpg reposition floor texture, so that it's properly aligned http://i.imgur.com/4rzkgvY.jpg
e) For this tank http://i.imgur.com/k71rYA2.jpg maintain the same floor texture http://i.imgur.com/UQRX1YY.jpg
61. NEW - Shift the position of this tank http://i.imgur.com/geKct3v.jpg to eliminate this texture anomaly http://i.imgur.com/cyJUCks.jpg so that it matches the tank's opposite side http://i.imgur.com/qc5dkCg.jpg
62. NEW - Both pipes http://i.imgur.com/x9oBCS8.jpg float http://i.imgur.com/BuUfYp7.jpg & http://i.imgur.com/ovQwnoT.jpg
63. NEW - Design wise, and for those that may use godmode, extend the floor close to the leading edge of the vertical support columns, to conceal that wall textures are being used on underside of yellow tanks http://i.imgur.com/LLVZrvF.jpg
64. NEW - Reposition both of these lights http://i.imgur.com/rrWXndM.jpg against the wall http://i.imgur.com/usV3B9p.jpg
65. NEW - In this area here http://i.imgur.com/fasf8hp.jpg
a) Eliminate multiple texture transitions and extend this floor texture http://i.imgur.com/nMjOIhK.jpg
b) Almost certain this blue light seriously floats http://i.imgur.com/FtEOT0v.jpg and center it http://i.imgur.com/NmbB3c7.jpg
66. NEW - Please confirm that this wall sign does in fact contact the wall http://i.imgur.com/WKa6IyP.jpg
67. NEW - In this room http://i.imgur.com/lNxmO4M.jpg
a) Brackets for both conduits clip into the floor http://i.imgur.com/iEVigUs.jpg and http://i.imgur.com/YgPxPzM.jpg
b) Right side conduit clips through electronics console's side http://i.imgur.com/w6fbKCj.jpg
68. NEW - Certain components of this conduit http://i.imgur.com/CegbtuH.jpg clip through its brackets http://i.imgur.com/aTLJyGf.jpg . Occurs with these 2 sets http://i.imgur.com/H6zTPFG.jpg and this set here http://i.imgur.com/7LJcIqf.jpg
69. NEW - At this location http://i.imgur.com/BOwhJTD.jpg pipe clips into alcove's side wall http://i.imgur.com/heHV6g8.jpg
70. NEW - For consistency, add handrails and warning stripes to this steep ramp http://i.imgur.com/I0cWOmh.jpg
71. NEW - For a more polished look, trim this warning stripe back to wall's edge http://i.imgur.com/UxBmXgW.jpg
72. NEW - Here http://i.imgur.com/38sdjuE.jpg comparatively, ladder is too far from wall http://i.imgur.com/pX1Oq5v.jpg
73. NEW - Ladder too far from wall http://i.imgur.com/0t3tLaa.jpg and center it in opening http://i.imgur.com/9sHvQvS.jpg
74. NEW - In this area here http://i.imgur.com/rZmZG2g.jpg this opening's 3 inner textures match each other http://i.imgur.com/a9pN9XT.jpg but they don't for the opening on the opposite side http://i.imgur.com/eNwm4Dc.jpg
75. NEW - Presently, the torpedoes are oriented facing the wrong direction. Assuming that minimal handling and maximizing safety is paramount (they are after all highly explosive devices), the tips of the torpedoes should face the exit hatches. To that end, they need to be horizontally rotated 180° http://i.imgur.com/ljFAOcx.jpg . If this change is adopted or not, at the very least, the torpedoes need to be shifted so their side fins don't clip into the walls, when they're at their uppermost positions. Trust me, you don't want a damaged fin on a torpedo http://i.imgur.com/LHtDZmc.jpg and http://i.imgur.com/EfFv9bs.jpg
76. NEW - For a full look, shift ceiling texture http://i.imgur.com/dL5Kp3e.jpg to remove sliver http://i.imgur.com/Qy82c2d.jpg
77. NEW - This area needs more eye candy, so add a matching 'HIGH RADIATION AREA' sign http://i.imgur.com/2eRtN2v.jpg
78. NEW - Here http://i.imgur.com/2C6svpB.jpg center the ladder within the floor's opening http://i.imgur.com/RyGBg0K.jpg

On Rickenbacker's Deck B
======================
79. NEW - Shift textures so that full/fuller tiles are displayed http://i.imgur.com/TPETuE9.jpg
80. NEW - Portion of this debris clips into the floor http://i.imgur.com/JIjUgW1.jpg
81. NEW - Makes more sense that blood decal in chapel be at one end of the arched niche http://i.imgur.com/R508TkS.jpg
82. NEW - For uniformity, add a light on the opposite side of the cross http://i.imgur.com/iUr2PB6.jpg
83. NEW - As done with certain others, move this ladder closer to the wall http://i.imgur.com/wfx96cL.jpg
84. NEW - Shift texture so full/complete tiles are visible, like in corridors and previous rooms http://i.imgur.com/qiZjeDl.jpg
85. NEW - Have steam or smoke exiting from this broken pipe http://i.imgur.com/Kp2OtmU.jpg

On Rickenbacker's Deck C
======================
86. NEW - Lower this 'NO SMOKING' sign so that it's more noticeable and readable http://i.imgur.com/JMfZ3D8.jpg
87. NEW - To match others nearby, extend floor texture http://i.imgur.com/K4hH31Z.jpg - and do the one on left side too.

At The Start Of The Game
=====================
88. NEW - Change building's exterior wall textures http://i.imgur.com/B7vVLrz.jpg so they match those on the front of the building http://i.imgur.com/mobQhy8.jpg and those on the opposite side of the building http://i.imgur.com/ZCmWfVY.jpg
89. NEW - Building's textures differ from one side to the other and need a slight tweaking http://i.imgur.com/CKTTjW0.jpg
90. NEW - Portion of building's structure extends to its top http://i.imgur.com/loQdPQi.jpg but these 2 same-types do not reach its top http://i.imgur.com/oj5gKAs.jpg and this one is majorly short of its design goal http://i.imgur.com/txegEiT.jpg
91. NEW - For a more detailed look, center this PA speaker on its wall http://i.imgur.com/f7wZCSP.jpg
92. NEW - To maintain consistent details, eliminate single plate texture instances here http://i.imgur.com/HAFZodq.jpg
93. NEW - To maintain consistent details, eliminate single plate texture instances in corridors leading to the Shuttle Bays :
a) Corridors to Shuttle Bay 1  -  http://i.imgur.com/BAb0NO2.jpg  and  http://i.imgur.com/mPfhewO.jpg
b) Corridors to Shuttle Bay 2  -  http://i.imgur.com/Bvdapbv.jpg  and  http://i.imgur.com/PZB8VA7.jpg
c) Corridors to Shuttle Bay 3  -  http://i.imgur.com/PdLQ2Tp.jpg  and  http://i.imgur.com/tshz3sp.jpg
94. NEW - Match 3 walls http://i.imgur.com/Ci1z5vd.jpg & http://i.imgur.com/cVpJn6l.jpg & http://i.imgur.com/fOqIOAv.jpg
95. NEW - Manipulate these 3 ceiling textures so that they all look better and more similar http://i.imgur.com/TMC7n3u.jpg and http://i.imgur.com/kPdDzEU.jpg and http://i.imgur.com/Qqf0E6U.jpg
96. NEW - To reduce vandalism, a refined look and better sound :rolleyes:, raise/center PA speaker http://i.imgur.com/XLKdwtr.jpg

That's it. Thanks for yet another chance to improve/polish SS2. As usual, utilize your godly powers, and do your thang.  :thumb:  :thumb:

I will be adding more discovered problems, while this window of opportunity is available. PLEASE CHECK BACK periodically.
« Last Edit: 21. July 2015, 23:16:32 by System Shocked »
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26. a)
must be only me, but i kind of like this level of misalignment. gives a bit of distinctive look, also it's not uncommon in rl.

67403a511d5d5ZylonBane

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Yeah, we ignore like 90% of his OCD blather. Plus he keeps reporting texture alignment issues on maps that he's been told repeatedly can't have their textures adjusted. Really, it's almost physically painful dredging through his posts.

67403a511d75avoodoo47

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it's not that bad, actually. skimmed through the latest report, I'd say about 20% is something to be fixed, with maybe 5-10% more for potential consideration.

yeah, hydro2 textures can't be fixed up much and he keeps reporting them, but we have to take into consideration that he has no way of telling what can be fixed and what cannot.

also, the object parts popping into/out of the view is just how the engine works, nothing can be done about that. it's more prominent with some objects, less with others.

67403a511f330System Shocked

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it's not that bad, actually. skimmed through the latest report, I'd say about 20% is something to be fixed, with maybe 5-10% more for potential consideration.

Glad to hear that more issues are getting marked as "done"! And I'm all for the "potential considerations" - enable MORE.

yeah, hydro2 textures can't be fixed up much and he keeps reporting them, but we have to take into consideration that he has no way of telling what can be fixed and what cannot.

That's EXACTLY why I keep submitting problems for levels that presumably can't be fixed, Zylonbane. I've no idea what you Devs are capable of, and what manipulation techniques, smoke/mirrors and tricks you have available. Besides, later on when all of the current stripped levels hopefully become available in unstripped form, you've got all of my feedback reports already at your fingertips to go to town with  .  .  .  no waiting  .  .  .  step to the front of the line, my kind sir (definitely not Zylonbane).

Voodo047, thanks for your comment and support, and in fully grasping the really BIG picture.

also, the object parts popping into/out of the view is just how the engine works, nothing can be done about that. it's more prominent with some objects, less with others.

Okay - that's too bad. I've previously reported about railing sections that pop in/out of view at entrances to Engineering's Nacelles A and B, but when they pop into view, they overlay existing railings - please tell me that both instances are fixable.

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

Please take note that item #45, a bloody large one, has been added to my latest report. That storage area is a real mess!

Potentially more to be posted.

Ciao for now.
« Last Edit: 05. July 2015, 11:15:10 by System Shocked »
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You know that everytime you post something nonsensical it deducts from the amount of time which is effectively used on actually fixing something on the game?

And I don't know what your eyes see, but I don't see anything on the big hell you named #45.
Except some toppled over cereal box or whatever is hell for you, then I might just feel sorry for you.

67403a511f732ZylonBane

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You know that everytime you post something nonsensical it deducts from the amount of time which is effectively used on actually fixing something on the game?
I've tried making that point to him before, multiple times. He does not care. I've had more productive debates with brick walls. I think wasting our time is actually a point of pride for him. "Even bad attention is attention", right?

67403a511fe36System Shocked

67403a511fe87
You know that everytime you post something nonsensical it deducts from the amount of time which is effectively used on actually fixing something on the game?

"You know that everytime you post something nonsensical" .  .  . In fact, the work that you do, although in my view is incredibly valuable because I'm detail oriented, is a fix that can easily/usually go unnoticed. The majority of my submissions usually involve fixes on a much larger and more noticeable scale. The important bottom line is that ALL legitimate/suggested fixes be addressed ASAP, and included in the latest iteration of the SCP. 
 
And I don't know what your eyes see, but I don't see anything on the big hell you named #45.
Except some toppled over cereal box or whatever is hell for you, then I might just feel sorry for you.

.  .  .  "but I don't see anything on the big hell you named #45." .  .  . R e a l l y ? ? ?   O_o   O_o   O_o .  .  . Several misaligned/misused textures, player movement impeded along two paths, objects visible in one viewpoint but not another, misoriented objects, fit and finish inadequacies, objects that clip into other objects, similar objects in dissimilar positions .  .  . You have eyes, but you cannot see the obvious. And I didn't report, nor do I have any issue with a toppled over cereal box, unless I missed your comment's nuance and that it was meant to be sarcastic. It's sometimes difficult to pick up, with you.

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

Olfred, SS2 has far too few soldiers committed and dedicated to its ongoing development/improvement. When, where and what put us at odds back when, I don't know. For myself, it's very regrettable. We can't afford and it serves no purpose to be divided and confrontational. As I've stated before, I seriously appreciate and respect the time, effort and valuable specialized work that you commit to SS2. I assume that you feel, as I do, that the conflict/negativity that exists between us is detrimental, and serves no positive purpose towards the betterment of SS2, and our comfortable co-existence.

We two focus in different spheres regarding SS2. I work within the bare bones aspect of the game. The black and white of what's viewed full-on by the player, trying to find/identify lapses in the game's design integrity and maintaining visual consistencies from room to room, corridor to corridor and level to level, which is a hugely large scope.

If you're in agreement, let us both work within our own specialized fields, and mutual respect what it is that we do and offer towards improving SS2.

Voodoo47 commented on my latest feedback report, excluding newly added item #45, that 20% was fixable (30% with accepted suggestions). In my view, that's positive, considering that there were numerous issues related to currently mostly unfixable stripped levels.

Based on our different improvement categories, focusing on what we do best, creates a WIN - WIN situation for SS2.
« Last Edit: 05. July 2015, 09:55:46 by System Shocked »

67403a51203e1System Shocked

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I've tried making that point to him before, multiple times. He does not care. I've had more productive debates with brick walls. I think wasting our time is actually a point of pride for him. "Even bad attention is attention", right?

@ Zylonbane

I'm not going to submit or lower the attitude or behavior of how you expect "a committed/dedicated SS2 supporter" is supposed to act. To be true to my basic game beliefs and in support of SS2. I'm not going to be shy, or be weak, or hold back in my proven improvement methods. I'm not going to succumb to or be deterred by your disrespectful comments or ongoing repeated putdowns, regarding me trying to improve SS2. I strongly suggest trying a different non-confrontational recruitment tactic. I'm sure it'll be far more successful.
I'm going to tell you Devs exactly how it is . . . After all, you NEED to know this in order to effect positive changes to SS2. Whether the levels are scripted or unscripted, really doesn't actually matter . . . it's NOT my problem. All that's important, is that you know that problems exist on a level and that it/they need to be fixed, when it's possible to do so, now or later on.

FUDGE the "I've told him before" comments - Enable my useable feedback reports, when in a position to do so, now or later.
FUDGE the OCD ailment references. STOP misinterpreting my steadfast commitments/improvements to a BELOVED game.

In debates between yourself and a brick wall, you're the lightweight . . . I'm bettin' on the brick wall every time.  $  $  $  $  $

Hold on Zylonbane, you may wrongly conclude that I've asked my boys to unceremoniously drop kick you into the nearest ditch, but I have too much respect for you. You're an individual exhibiting classic OCD symptoms - Obtuse Curmudgeon Delinquency. I'm prepared to adjust my latitudes offered to such an individual, only because I've seen cracks in your armor, by way of certain posts that you've made, that exhibit . . . hope . . . . . hope of individual stabilization and self-recognition of negative behavioral conduct, that can be addressed and risen above. I have every confidence that you can accomplish this.

I'm praying for you, my friend !
« Last Edit: 05. July 2015, 14:00:56 by System Shocked »
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In fact, the work that you do [...] is a fix that can easily/usually go unnoticed.
You might misinterpreted me. With what I say, I don't mean to say that I am more valuable than you.
But I work on a request basis coming from them, so actually they are "wasting" my time, not the other way around.


.  .  .  "but I don't see anything on the big hell you named #45." .  .  . R e a l l y ? ? ?   O_o   O_o   O_o [...] You have eyes, but you cannot see the obvious. And I didn't report, nor do I have any issue with a toppled over cereal box, unless I missed your comment's nuance and that it was meant to be sarcastic. It's sometimes difficult to pick up, with you.
I commented on the cereal box as it was the only piece which was identifiable as something which might shouldn't be there.
But seriously. Do you ever leave the house? You might be seeing things in there because you might not know how a real environment looks like.
I've been working on ships (not spaceships, but ships, which is kind of the closest we can get to something like this). And by their standards even the botchered bloody mess of hell the whole unedited game is would be far superior of what the real environment looks like.
But this is not just limited to that environment, it's applicable in most parts of the world.

Back to the example. I'll just take a guess and say you are bothered by the floor tiles. But they are perfectly fine like this and any professional carpet fitter would do it like this. The entrance and corners of a room are important when you but something tiled down on the floor. And in this case it's the best option to lay it out in a way that you have a tiling line in the middle of the entrance.
Now you might want the little ramp over there to have it match one tile of the floor. But doing that would ruin the aesthetics of the entrance (and possibly the rest of the room).
Besides, the ramp is wider than one tile so you couldn't get it to fit nicely.

If you are homebound for any reason, than I feel sorry and apologize for my comment.



It's just that your actions contradict themself.
On one hand you whimper along for a release which can't come as quick as possible. On the other hand you happily throw more and more stuff at them which will result in a futher delays.

About the "too few soldiers" thing. Yeah, we are only few people and some much needed roles are still not filled.
And due to that I jumped out of my comfort zone and did stuff I am totally horrible at which took me 10 more time than someone skilled in that would need, and all for some result which is probably even just the 10th of quality what a skilled person would achieve. But at least we have something now.
That's why I keep telling you that it would be awesome if you actually get out of your comfort zone of just suggesting things to actually DO things.
There are quite a few roles which can be filled by someone who just picks up editing now. You don't need to be proficent in a skill to join editing for SS2. Just take a look around, there is xdiesp who made an awesome mod in just a few months after picking up SS2 editing. Or Yankee Clipper, even though his mods are not big, they are valuable.
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i was just about to suggest that he is better off fixing the "center this" sort of issues himself. srsly, mate, if you got the patience to print screen every inch of the game for the 666th time, then you might as well be ready to contribute to SS2 in a slightly more productive way and actually walk the walk.

67403a51211a5System Shocked

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Thanks Olfred for your kind comments, observations and suggestions. Thankfully, I'm not housebound. My SS2 issue reporting is basically a case of what looks right and what doesn't look right, within a room, within a section, within a level, within other levels. Basic inconsistencies within the game are the key.

My best contribution to SS2 at this moment in time is to identify issues, inadequacies and inconsistencies within the game, as it stands now. I have no interest at this moment in improving SS2 by means of self-educating myself to learning the engine/editor and creating associated mods.

My immediate upcoming focus is scouring through SCP Beta 2 for issues, once it's finally released. Assuming Voodoo47 has properly done his work correcting issues based on extended feedback related to SCP Beta 1 from the community (I have no doubt that he will have done so), I expect to find far fewer issues in SCP Beta 2, compared to what I found in SCP Beta 1.       

I'm really a basic visual graphics person at heart, beyond the already past window of a timely exposure and connection to a hook-in-the-mouth moment towards the game engine/editing world - for me, that crucial connecting moment is past and lost, which is fine with me.   

Moving forward beyond issue reporting for SCP Beta 2 and beyond, I've long entertained and pondered upon creating a massive sound update mod. Based on the scope I intend to pursue, it's not something to be taken lightly. In any event, greater finish lines to reach are presenting themselves. Stay tuned people.     
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