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new head5 needs bloodied texture!-some (many/most/all?) MP respawn points are hilariously misoriented.earth:-sign 333 levitating. flush to wall.ops4:-709 flush to wallops3:-1799 flush to wallhydro2:- Move 116 a tiny bit to eliminate z fighting- 968, 563, 631 flush to wall- Bench 289 nees to be flipped 180degrees, moved to not clip into wall- 716 flooring and move a bit s othe panel would be completely visible (X:-48.19)- 678, 675, 713, 723 flooring needed- Hide nanites 861 under the bench to avoid clippingrick1:- Grate 155 needs Y:-41.75 (maybe make it longer so there would be absolutely no gap anywhere? size V8.2 and Y-41.87 could do)- 149 needs Y:-33.75- 148 needs Y:-25.75- Some texture work is needed around the torpedo grav lift puzzle rooms (making sure all wall textures are 63 and have either V: 0 OR V:49, but not both), also texture 69 at some places where it should be 63- 1813 and 1816 should be flushed to wall- 620, 619, 641, 648, and probably all other rick conduit junction boxes in this area ditto- 885, 884 flush to wall- Small bit of floor texture incorrect at -171/-52.5/43.25- Bottom texture incorrect on brush at -164/9/48- Ceiling texture above 1066 needs V:112 U:64- The texture (80) at the side of the walkway V:114- 874 flush to wall- Bits of incorrect texturing on brushes under body bag 360rick3:- Ceiling texture above 608 needs V:16 to align with the rest of the ceilings here- Texture under the console near 1028 is 1, should be 50- Moved bed 1014 down a bit so player can jump onto it more comfortably- No bleepy ambiance on the bridge- Incorrect exture right above 688 and 687ops2:- Egg 875, 878, 880, 873, 859 no audio- 382 Y:-15.5- Ceiling texture above 178 needs V:64- 1029 flush to wallrec1:- Egg 106 no audio-maybe apply some damage decals on the door to the rec1 swimming pool area after it that blows up. and perhaps make it identify as broken door in the hud.-AIs that spawn in the rec1 central elevator area are not set to patrol, so they just stand there. this looks mostly odd, maybe they should (patrol).- Texture alignment in tunnel near 1529- Brush near 695 needs D 9.25 instead of 9- 817 needs flooring- 499 X:-107.55- 835 flush to wall- 948 needs flooring- 1699 sunk in wall too much- 912 and 906 should have the same Z coordinatesmedsci1:-texture with bad U/V right above 353-broken bridge 2137 on medsci1 really feels like it should have at least a little bit of physics - preferably just enough so that the player would be able to latch onto it, but not enough to make getting the items on the beam easier.-crate 696 move down half a notch-texture near 1001-1961 Y:-39.5-1013 Y:-39.89-107 Y:131.31-700 Y:-140.26-1438 Y:-99.05-maybe center light 1940?-2242 flush to wallmedsci2:- Column wall texture near 1393 needs a fix (tex 16 to 49)- Console 158 move half a notch up- 513 needs shape: scale Z1.1- 496 Y:-255.5- 501 Y:-255.25- 602 Y:-250.25- 591 Y:-250- Windows 237 and 235 need physdims X:2 to prevent being able to shoot Chilly and Willy through them- Pic art 1596, 1804, 1851, 1478 (da3c), 1507, 1462, 1330, 274, 343, 216 flush to wall- Repbase 147 needs repositioningcommand1:- Grav lift texture (83) should be under grav lift 431 (alignext, S/T 15.625)- Shield control computer can be frobbed multiple timescommand2:- A few incorrect textures around obj 91- Rumbler spawns on command2 don't patrol-130 physdims Y:12- 2134, 1469, 1669, 2419, 2414, 2415, 2418, 2424, 2420, 2425, 2423 flush to wallrec3:-witnessing spawns at 5:50, daamit youtube.com/watch?v=lbtkynSZ-G8- 1026 Y:-473.72- 814, 815, 1573 need to be moved closer to the bar (the bar chairs are supposedly immovable)- Light niche near 317 needs centering (-129.5/-514.25/9.5), its omnilight as well- 299 needs to be flushed to the wall (X:-209.01)- 364 needs to be flushed to the wall (X:-240.01)- 367 needs to be flushed to the wall (Y:-359.76)- 260 needs to be flushed to the wall (X:-253.74)- Railing 860 floats in mid air- 755, 205 flush to wallrec2:- Sign 722 X:50.98- Reset floor texture under 1350 and 1364- The openigs to the kitchen near 1123 need a bit of texture alignment- Sign 460 flush to wallmedsci2:-looks like it's possible to shoot Chilly an Willy on medsci2 through glass in one is lucky enough. and window 1343 can let AIs through sometimes (needs to block patfinding, most probably - though in theory, it shouldn't be possible for an AI to go through it as it has proper physics. odd).rick3:-one can get stuck in the light alcove above Diego's bed: youtube.com/watch?v=Kat4yMZu3k4 (32:30)eng1:-tripwire 409 needs to be floored-wall texture near 806 needs 90degree orientation-378 fush to wall and center
Take your meds.
we are trying to keep all the clowns contained on the forum.
And I already feared I get another request.
http://www.bluehogreport.com/wp-content/uploads/facepalm.jpgOh my God. Just...Look. I understand you have good intentions, but your tone is so condescending and your um... choice of words, are so infuriating.
I did not update the doc with the latest batch of fixes, as at this point, it would be just a lot of hassle with no benefit. consider it scrapped. . . . . .
I suppose I shouldn't be surprised/stunned/amazed that after all this time you still don't understand/comprehend/grok the difference between SCP and SHTUP.
or the difference between scripted and stripped.