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Topic: SCP Beta 2 Issue Reporting
Page: « 1 ... 18 [19] 20 ... 22 »
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675110a2199ebRocketMan

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Of course.

I noticed you've also replaced the explosion sound with a muffled one. Good good.

Well, seeing as explosions in space produce no sound at all, it's better than a crystal clear explosion sound.  The more realistic scenario would be pieces of debris hitting the window and making sharp impact sounds.

675110a219bacZylonBane

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The muffled explosion sound was always there, it just got drowned out by the much louder standard explosion sound coming from the explosion object itself.
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Well, seeing as explosions in space produce no sound at all

I may not be a rocket man but that I do know :) But the explosion is good because "movie logic" can sometimes apply to games well, even Immersive Sims. It's be less exciting if you hear nothing except delayed collisions. Besides, the structure outside is connected to the Von Braun so maybe the explosion sound could still be heard as a result of that connection, but it'd certainly be muffled. (yeah, no, wouldn't happen at all). I'd probably prefer no sound at all for hard accuracy but I'm fine with it either way. Noise in space is just more appealing than the reality.
« Last Edit: 05. July 2016, 18:24:50 by Join usss! »

675110a21a0f6voodoo47

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yeah, this is movie/game realism - sounds in space, being shot not being a big deal, weapons sounding like cannons etc. real real stuff is sometimes just too boring.
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I wonder, from an audio engineering point of view, how an explosion and the reverb etc would sound from an O2 escaping chamber. In the beginning the explosion would definitely still be heard.

675110a21a5a8RocketMan

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You have to begin with what caused the explosion.

We are told that a radar dish or whatever has become unstable so let's say some motor in the dish overheated and exploded (which is ridiculous enough but I digress).  So an explosion is nothing more than a pressure wave, which is meaningless in space since there's no gas to make pressure.  Let's say the explosion came from some sort of chemical combustion.  Then there'd be pressure but the pressure wave expands along the surface of a sphere with area proportional to the 4th power of radius.  The dish is several feet away.  Let's give it a conservative 10 ft distance.  10^4 is 10000 and the reciprocal of that is 1/10000 so that's how much energy remains of the initial explosion by the time it reaches the window.  This is a pathetic amount of energy.  All that might be heard is a single quiet thump against the glass, as the blast wave deflects and disperses into space.  You "may" hear a rumble associated with the radar mount transmitting vibration energy to the hull as well.  You definitely would not hear an explosion in the conventional sense.

A far more logical sequence of events is the initial explosion flinging shrapnel towards the window.  When the shrapnel is formed, it's very close to the initial kernel of explosive energy so it gets more kinetic energy imparted to it and in a more localized piece of material that does not disperse over distance.  This halo of crap might hit the window like bullets and crack or puncture it.  The sound would be abrupt and sharp, like the crack of a whip, multiplied by the number of pieces. 

However the game animation clearly shows the entire radar dish coming at you in 1 single piece after an initial explosion so they've combined elements that would never be found together in real life.  As Voodoo said this isn't real life but since you asked, I feel compelled to answer :P

P.S. As for the room losing oxygen, all that really does is reduce the speed of sound and the volume of any sounds.  You would slowly hear things becoming quiet and notice more of a delay with distant objects making sounds (you probably wouldn't notice this on a starship with such small interior dimensions though).
Acknowledged by 2 members: Colonel SFF, Marvin
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As you seem to know a lot about that.
How accurate are the outside scenes for Alien Isolation?

675110a21a9d3RocketMan

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I will research it and get back to you since I have never played it unfortunately and know practically nothing about the scenes you're referring to. 

But don't worry... I'll figure it out  :oldman:

675110a21ac52RocketMan

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Ok!  Based on this horrible video:

https://www.youtube.com/watch?v=0UM1TdoiYCU

, complete with braindead stoner Sasquatch ghost, I hear the following things when outside:

Debris hitting the face shield - OK
Debris hitting the scaffolding - No Good
Metal fatigue - No Good
Footsteps - OK
Various equipment sounds (muffled) - No Good
Voices - OK

Think of space boots as 1mF LP filters working on a source signal with harmonics up to 100 MHz.  You end up getting like 100 Hz out the other end right?  Same thing with sound.  All this environmental stuff makes sound that has to travel through solid material and up Ripley's boots to her helmet, through layers of rubber and kevlar and foil.  No chance she'd be hearing anything more than the sound of crazy people pounding on cotton batting (ask Voodoo what that sounds like).
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I have never played it unfortunately
Oh, you should really check it out. It's pretty good and you can feel that the developers took inspiration from System Shock (2).
Also it really captures the look and feel of the Alien movies. It even got the Mr. Fusion coffee grinder :D

Debris hitting the scaffolding - No Good
As a non-native english speaker, what do you mean with scaffolding?

Metal fatigue - No Good
Various equipment sounds (muffled) - No Good
I thought it would still be transmitted through vibration. So it really is just "movie science" for the sake of ambience.

675110a21b4ceRocketMan

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It would be transmitted through vibration for sure BUT the big factor is the types of materials along the path of vibration.  In rigid, crystalline materials, like metals, sound travels fast and doesn't lose much.  However in soft amorphous plastics, sound gets heavily damped and heavily filtered so those sounds are all good up until they reach her boots and then they get damped out to the point where you might just barely feel a muffled thump or something like that.  In an atmosphere it's a lot easier to hear everything because the air bypasses these complex, damped paths through solid matter.

Maybe scaffolding was the wrong word but all the platforms she walks on while outside, with stairs and elevators and railings seemed pretty sparse and almost improvised.  That's why I thought scaffolding.  Scaffolding is usually temporary working surfaces that are erected to do jobs like cleaning windows or painting of something else at heights.

675110a21b5caZylonBane

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Oh my god why is this conversation happening.

675110a21b6c6RocketMan

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Because it's stimulating :P

It is OT though so you can separate it with my apologies.

675110a21baf9System Shock

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For some reason, I can't access the newly created DOS issues reporting page . . . something about my Cyberfox version not being current. For quite sometime, updating to the latest version of Cyberfox (a known Cyberfox issue) doesn't allow me to view videos from certain websites, so I'm forced to use an older version of Cyberfox submitting these issues the oldschool method.

Apologies if any of these has been previously reported. More frequent than yearly SCP graphics-only update releases would have greatly reduced the time and efforts of repeatedly reporting the same issues, time and time again.

1. This crate clips into the adjacent object http://i.imgur.com/yN4km20.jpg and http://i.imgur.com/vuqLWRu.jpg
2. These two large computer consoles aren't identified on-screen http://i.imgur.com/tPwKOYg.jpg but this same-type computer is identified here where it's too big and severely clips into its adjacent walls http://i.imgur.com/xRRkxbx.jpg
3. For the problems in this corridor:
a) Lower this wedge light so that it doesn't clip into the above angled wall in order to match the position of the other non-clipping wedge light further down the corridor http://i.imgur.com/i5YgQf4.jpg
b) Reposition this wedge light so that its angle is not so highly obtuse and makes better contact with its wall http://i.imgur.com/Sbef0HG.jpg
4. This lab vessel doesn't completely enclose its experiment http://i.imgur.com/gUB6Vfd.jpg and http://i.imgur.com/tTiPXxt.jpg
5. You already know about these two issues and will fix them, right? http://i.imgur.com/aqaRXJU.jpg
6. This conduit doesn't contact its column http://i.imgur.com/mTSyMQw.jpg
7. There's enough room to reposition these pipes so that they don't clip into the ceiling http://i.imgur.com/KRW6u1v.jpg
8. Align the textures within this alcove http://i.imgur.com/TBX2wGB.jpg
9. These two security station panels don't contact their walls http://i.imgur.com/vhIzzfe.jpg and http://i.imgur.com/3zGe3pG.jpg
10. Do the OBVIOUS . . . position these wall signs equidistant to the elevator entrance doors http://i.imgur.com/HcK09MY.jpg

Work your magic, Devs.

675110a21bc0bvoodoo47

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no, you install chrome or whatever and use the google doc.
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Very nice. Is that an MTL effect or a new custom texture?
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The effect looks great. The outer parts of the ceiling should be in the shadows of the poolside and not receiving reflections. Slanting it would be even better of course with the upper part of the opposite wall receiving reflections and shifting ceiling reflection shadows accordingly.

675110a21c601ZylonBane

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True, but since the effect is implemented as a terrain texture material pass, it's not possible to do any kind of smooth transitions.

675110a21c6d3RocketMan

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Holy shit. 

Do it.  DO ITTTT!!
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The water reflections are moving perpendicular to the wave motion within the pool...Correcting this will optimize the desired atmospheric effect.

...which is a subtly captivating, immersive effect... 8)
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