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8 Guests are here.
 

Topic: SCP Beta 2 Issue Reporting
Page: « 1 ... 10 [11] 12 ... 22 »
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...and I even felt bad for posting my noob comment in here about the Security Terminals being bugged when they weren't...

6740817146bb7voodoo47

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-the closing doors were fixed in beta2, no idea what are you talking about. if you are nudging things in some insane way, you probably will break it, as everything/anything.
-art displays are as close to the walls as possible. as mentioned before, there should be a tiny bit of floating just to be sure there will be no clipping.


btw, when a noticeable update is released, a changelog should be checked, and redundant questions prevented.

6740817146f13System Shocked

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Here's how much we care what you think:

To date, I've reported hundreds of legitimate flaws within SS2, regardless of what you've thought, and far more than you Devs would have ever found on your own. You can thank me for a lot of extra beauty sleep on account of me searching for issues in SS2. Regardless of however much additional sleep you've garnered from others, you ain't ever gonna be beautiful. It's really gratifying to see many reported flaws fixed within the game, and I'll continue to work towards improving SS2.
« Last Edit: 11. April 2016, 14:23:05 by System Shocked »

6740817147080System Shocked

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Voodoo47,
Since the release of SCP Beta 2, I've reported many more doors that close onto the player (no nudging), and many more legit floating art panel displays.
« Last Edit: 10. April 2016, 05:55:52 by System Shocked »

67408171472eavoodoo47

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quick tested these two:
http://i.imgur.com/xwTSiev.jpg
http://i.imgur.com/ubrUdzl.jpg
and they are set up and work properly. so you are either running the beta1 map, or doing some edge case thing (I guess if you try hard or get lucky and find just the right spot to not fire the tripwires, it could happen. this is not a problem, as surprise, most players use doors to get into places, and not to stick in them). not 100% sure about some of those eng doors, but, as mentioned many times before, I actually do go through all the stuff you post, so if some door actually does not have the tripwires set up properly, I will find out. so stop whining.

also, didn't see any art terminal reports in this topic.

6740817147891System Shocked

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Concerning the doors, when I hear any threatening sounds on the other side of one, I don't run through it - I let the door open and move slightly forward to view the area/corridor for any enemies. This is when I noticed that while standing in the doorway, some doors were closing onto me. Because it occurred so often, I started checking all doors, and reporting any instances.

Concerning the floating art display panels, I didn't resubmit previously reported incidents thinking that they didn't make it into SCP Beta 2, but would be included in SCP Beta 3's release. Seems now to be a misconception on my part, concerning the apparent relative ease in fixing such identical problems.

I've reinstalled the SCP Beta 2 files over my existing SCP Beta 2 install and have overwritten all the existing files, which were actually all up to date already, and then I started a brand new game. Please check out the following feedback and report on what you find at your end. Concerning the art display panels, they float in varying degrees, and a few of them are fine. I've enabled the "show_stats" console command to help you warp directly to the location of where the reported issue exists. I've thrown in a few other floating-related objects, all of which have been previously reported, just to confirm and shed light on if these fell through the cracks, or that my SS2 install is corrupted in some way, or that they are related to the limitations of stripped/unstripped levels .

1. Floating wall signs, in the same room - one got fixed but not the other - HUH, WHAT'S the problem! http://i.imgur.com/fS7AFF1.jpg
2. This computer console floats http://i.imgur.com/nU2pEft.jpg
3. All or some of these art display terminals are floating:
a) These two http://i.imgur.com/2uD5FLj.jpg
b) This one http://i.imgur.com/xvCD17j.jpg
c) This one too http://i.imgur.com/eZBiso2.jpg
d) Both of these http://i.imgur.com/KWXhCYK.jpg
e) Only one of these two http://i.imgur.com/CDmvPuy.jpg
f) This one here hugely floats http://i.imgur.com/toox396.jpg
4. The front panel of this Value-Rep machine doesn't contact its main body http://i.imgur.com/XL1vkJS.jpg
5. This door closes onto the player when exiting the room http://i.imgur.com/tY8os4N.jpg
6. Two security control stations that don't contact their walls http://i.imgur.com/5QaLQbK.jpg and http://i.imgur.com/0wytqNf.jpg
7. Two instances of large wall signage that don't contact their walls http://i.imgur.com/smRdYuL.jpg and http://i.imgur.com/ECi1ufr.jpg
8. As previously reported, this wall sign floats big time http://i.imgur.com/EaEzNhD.jpg
9. This wall sign doesn't contact the wall http://i.imgur.com/dlXQelw.jpg
10. As previously reported, an area with two floating wall signs, one fixed and one not - WHAT, HUH! http://i.imgur.com/J5mqCdD.jpg

Based on a couple of instances above, namely items 1 and 10, but I know that there are MANY more out there, it seems that some feedback issues have fallen through the cracks, which has always been my biggest fear when providing detailed feedback to community-based game fixes/improvement projects. A legit and sometimes obscure fixable problem is discovered and reported, but isn't corrected is the worst and most frustrating scenario for an independent reporter. The problem really stems from new SCP releases still occurring once a year. At this point in time in the development of the SCP project, releases concerning fixes to routine graphical fixes/updates should occur at least twice a year, in between the yearly updates. This can greatly lessen multiple submissions for the same issues. If this is followed, ongoing feedback reporters can more quickly determine/identify if a reported issue has been corrected. Your yearly SCP releases should focus on and include any just recent graphical fixes/updates since the latest release, and any major changes and improvements. 

Have at it.
« Last Edit: 15. April 2016, 17:59:08 by System Shocked »

6740817147a12System Shocked

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I've previously reported in my feedback reports about using the same wall textures, including the green stripping, for both these upper and lower corridors, in order to maintain the same superior aesthetic look on these walls here http://i.imgur.com/GVqiFEM.jpg and further along on these walls here http://i.imgur.com/2W5nOgG.jpg . Is there a possibility that this may be adopted in the future?
« Last Edit: 13. April 2016, 11:15:56 by System Shocked »

6740817147b8dZylonBane

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There is nothing superior about your OCD.

6740817147e65System Shocked

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There is nothing superior about your OCD.

Put your non-recognized medical prescription pad aside. I'm actually identifying both SS2's and SCP's graphical discrepancies and inconsistencies.

Be thankful that you don't have to do this yourself! I'm telling you what's wrong in SS2 and you still keep biting the hand that feeds you? It's pretty simple, just utilize the data provided as much as possible now, and set aside/track whichever issues that can't be implemented now (for levels which are still stripped), for insertion at a later time. We'll all get to where we want to be sooner.
« Last Edit: 13. April 2016, 15:27:01 by System Shocked »

674081714841bvoodoo47

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some feedback issues have fallen through the cracks
considering the amount of junk reports I have to go through, no surprise. a proper bugtracker would minimize this, but guess it's a bit too late for that now.

6740817148901System Shocked

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OPERATIONS DECK 4
=================
1. There are two problems here http://i.imgur.com/pcknpX7.jpg
a) The value-rep's top front panel doesn't contact it's main body.
b) The computer console floats off the wall.
2. For better signage visibility, consider moving this "MESS HALL" sign to the opposite wall http://i.imgur.com/BDDyOVS.jpg
3. This "DATA STORAGE" wall sign floats pretty good http://i.imgur.com/akkW3jZ.jpg
4. This computer console doesn't contact the wall http://i.imgur.com/lWL0jBU.jpg

RECREATION DECK 5
=================
5. Position both of these "ELEVATOR" signs at the same height http://i.imgur.com/t5K0rsU.jpg
6. For better legibility, lower upper "CREW QUARTERS" signs below wall texture detail & center them http://i.imgur.com/wd9SGnM.jpg
7. This potted plant floats above the washroom's counter http://i.imgur.com/aAMjk5t.jpg
8. In the same washroom, the shower head is set way too deep into the wall http://i.imgur.com/LVsrlcG.jpg
9. Consider unblocking this "DO NOT BLOCK" wall sign by raising it up a little http://i.imgur.com/NAERRrn.jpg
10. "ATHLETICS" section signage times-3 overkill? Consider deleting the crammed-in-place upper sign http://i.imgur.com/dl7rH0O.jpg

COMMAND DECK 6
================
11. The wall signs on these three support pillars all float http://i.imgur.com/nqogXO6.jpg
12. This art display panel is badly floating http://i.imgur.com/G5JRTMK.jpg
13. This art display panel is floating just as badly http://i.imgur.com/fLupTxW.jpg
14. Most of the eight platform lift switches, here and on the two levels above, float varyingly http://i.imgur.com/4KyoPzj.jpg
15. Earlier, I accessed this shield control computer and deactivated the forcefield for one of the shuttles, and then destroyed said shuttle. However, if you right-click twice on this same shield control computer, the same "Shuttle shield deactivated" message appears twice onscreen and the forcefield deactivation sound plays again. This can be repeated indefinitely http://i.imgur.com/WQ3V3yB.jpg
16. This grav-lift platform needs a grav-lift floor texture to support it http://i.imgur.com/38FqnkS.jpg

Ciao for now.
« Last Edit: 16. April 2016, 00:58:23 by System Shocked »

6740817148a9cSystem Shocked

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Strangely, the grav-shaft floor/ceiling pad textures throughout the game come in four different orientation variables http://i.imgur.com/s7LytUt.jpg. Installation of these should follow the same consistent design concept, as found in the ship's original blueprints and intended by the ship designers - yeah, I'm laying it on thick and juicy. In order to maintain reliable functionality, their orientation should be the same, with both the lower and upper pads being positioned in the same manner. My preference is to adopt grav-shaft orientation number 4 http://i.imgur.com/mw6jYic.jpg . If you disagree, state your preferred orientation. 
« Last Edit: 16. April 2016, 02:50:15 by System Shocked »

6740817148b91ZylonBane

Acknowledged by 2 members: voodoo47, Gawain
Acknowledged by: System Shocked

6740817148f35System Shocked

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I prefer second.

Your choice was my second preferred choice.

6740817149067System Shocked

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So voodoo47, what about all of the numerous still noticeably floating art terminals and other issues about obvious floating objects that I've just recently resubmitted? Most of these were all previously reported, even a while back, but still appear to be unresolved.
« Last Edit: 17. April 2016, 01:44:32 by System Shocked »

6740817149166System Shocked

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A misstep on my part. Sorry to all.

6740817149475System Shocked

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Oh my god, nobody cares.

As you've done before on some occasions, you're missing the big picture. A game needs a consistent design concept, in order to portray a common look. Back when, you had different departments working on different parts of the game, and when design consistencies got overlooked from one department to another, this kind of shit happens. The look and orientation of a grav-shaft being entered by a player should always look the same, regardless of when it occurs ingame. Fix the basic problem of the original game Devs from different departments being able to maintain the game's consistent overall look, in this regard.

Maintaining a standard consistent look for the orientation of the base plates for the lower/upper grav-tubes, may show an obvious correction to a not-so-simple level design flaw, something that maybe should be corrected in order to address a game design oversight.

Is this maybe something that the original Devs didn't notice that needed more design consistency? Regardless, it can now be fixed.
« Last Edit: 17. April 2016, 03:30:36 by System Shocked »
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It wasn't departments. It was just couple of guys and some of the levels were made in a hurry. You seem to think you know what they were thinking when they were building the levels. I have looked your reports and to me it seems a lot of the wanted changes are intentional choices made by the developers. Such as non consistent ceilings and floors or wall textures in opposite side of the corridors. I agree there could be better choices for textures, but those are the choices the developers chose. I think voodoo and ZB want to respect that. Some things are of course obvious mistakes like floating panels or stuff clipped inside of the wall.
Some "wrong" texture alignments can even have some artistic meaning that you just don't understand.
Acknowledged by: Olfred
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[...]
Some "wrong" texture alignments can even have some artistic meaning that you just don't understand.
They wanted to raise awareness of the problem of nepotism that still exists in Tri-Op utopia where not the best architects and engineers were hired, but the ones that knew someone higher up. Korechkin is the prime example of this, as he is a real crook, in it only for the money. The Von Braun is obviously built by a lot of incompetent imbeciles when you look at the shitty condition the ship is in, and everything is falling apart (even without the Many or you messing with it). All the pain you have to go through to activate the elevators... What a shitty system. Delacroix and a few others seem to be the exception. No wonder they are using so many shitty and different textures. It is intentional and just shows how stupid the designers of the Von Braun were.

(This actually started as a joke, but the more I read it the more I believe it.)
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That actually is just as good excuse to keep the the textures as they were as every excuse System Shocked has said about changing them...
Acknowledged by: Colonel SFF
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On the other hand, anything build by humans is prone to have flaws and errors. Sometimes because of mistakes, sometimes it's them being lazy and not caring about it, or something completely different. Some utopia where everything is perfectly aligned is just not natural. And then there are occasions where the textures are aligned conformal to architectural design but he thinks it's wrong and that it should be changed.
« Last Edit: 17. April 2016, 21:21:03 by Olfred »

674081714a3d4System Shocked

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So, we are all in agreement that obvious floating objects should be anchored to their respective walls. That obviously is a basic given.

But other rudimentary historical design/concepts regarding basic aesthetics shouldn't be compromised. No doubt, building the Von Braun-Rickenbacker combo ship was a huge undertaking, but mistakes in basic architectural/fundamental object positioning shouldn't have occurred, where the differences are apparent and noticeable. Technicians and installers would have raised their arms when obvious miscues were discovered during installation processes. Here are some other installations and observations/suggestions to these similar discussions:
- Throughout the ENTIRE game, RAISE the height of ALL drop-down-posted lights in areas/corridors/rooms, in order to get them UP and OUT of the player's vision and any clipping-when-jumping issues.
- Centering of lights in adjacent areas/corridors. Sometimes within the same areas/corridors/rooms, they differ, even when across from each other.
- Light fixture representation in rooms that don't have lights, when compared to other similar rooms, which should have lights, working or not.
- Shuttle bays with destructible bay observation windows and those with indestructible bay observation windows - the same design issues should apply.
- Maintaining the same extended ceiling and/or floor textures, during the entire length of an extended area/corridor.
- Cargo Bays A and B, on the Command Deck, shouldn't have the drop-down post lights - for cargo bays, they ARE a design catastrophe ripe for accidents.   
- Add more physical details to all exterior views of the ships, through ALL existing windows. Adding defective/blinking lights and venting gases lends itself to support that the ships are in some kind of distress. 
- The long tram tunnels should have some defective and/or blinking lights and some smoking enemy or crew bodies in some of their tunnels/stations.
- The Command Deck 6 areas have NO dysfunctional lights - NONE! Make the areas more believable and more commonplace with other areas.
- The same applies to the three Rickenbacker levels - a few dysfunctional wouldn't be out of place or order their. 

On the surface, these all seem to be fairly simple (maybe not) additions/changes to try to maintain/improve upon SS2's original aesthetics/immersive looks and design goals.
« Last Edit: 18. April 2016, 22:51:37 by System Shocked »
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But other rudimentary historical design/concepts regarding basic aesthetics shouldn't be compromised. No doubt, building the Von Braun-Rickenbacker combo ship was a huge undertaking, but mistakes in basic architectural/fundamental object positioning shouldn't have occurred, where the differences are apparent and noticeable. Technicians and installers would have raised their arms when obvious miscues were discovered during installation processes. Here are some other installations and observations/suggestions to these similar discussions:
I used to build ships, not tiny puny little ships, I'm talking about big ass cruise liner and stuff.
And boy, you have no idea.
In passenger areas where everything is supposed to be top notch, you have flaws and errors everywhere.
And don't get me started on crew areas, they look more like makeshift than anything else.

Given what the Rickenbacker and Von Braun are supposed to be, they even look too good.
8 Guests are here.
Whoever invented this one clearly wasn't the sharpest carrot in the drawer.
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