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2 Guests are here.
 

Topic: SCP Beta 2 Issue Reporting
Page: « 1 ... 3 [4] 5 ... 22 »
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674016d825a8aYankee Clipper

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Plus, on top of everything else, movable or not, the stools are too tall (or the bar too short). If someone did sit on one of those stools, their knees would be even with the top of the bar.

Unless... It is the future, so maybe the stools sink deeper into the floor when you sit on them.
Acknowledged by: System Shocked

674016d825ba9System Shocked

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Hay!, Yankey Klippur, how 'bout we jus stand a' the barr  .  .  .  it's saffer  .  .  .  .  .  I'll buye d' fust wround.

674016d825d24CFW Magic

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Disregard this. I pretty much f'd my game over myself. That's what you get for messing with ShockED at 7 in the morning.
« Last Edit: 05. November 2015, 06:08:05 by CFW Magic »

674016d825e2cSystem Shocked

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.  .  .  .  .  were you sober? If not, that's another problem altogether.

674016d826295System Shocked

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While madly runnin' and jumpin' about in Dr. Polito's office (for a short time, there was a rambunctious monkey with me) http://i.imgur.com/r5Rkr3M.jpg , I discovered some oddities during and after Shodan's grande intro cutscene. With all that happens in this area, I'm sure its design is complex, so some of the following may not be fixable. Given the opportunity, I've also added a couple of basic and believable lighting design suggestions for the area. Nothing too complicated, just realistic:

1. This is Dr. Polito's immediate area showing her pistol and computer pad http://i.imgur.com/5tCmjfx.jpg . During Shodan's cutscene, her pistol is visible, but her computer pad becomes virtually invisible http://i.imgur.com/N5Mvd9D.jpg and http://i.imgur.com/wDhh57W.jpg . Suggest placing it on her desk (where it really should be) in order to hopefully maintain it's visibility throughout the cutscene. //no, intentional
2. Concerning this computer console and this end of the room http://i.imgur.com/HAWHZ2U.jpg
a) The computer console is not mountable - no screenshot. //no issue
b) This corner is accessible http://i.imgur.com/F0EjNrq.jpg and http://i.imgur.com/Z2JqKBO.jpg but not the opposite corner http://i.imgur.com/pClQYJV.jpg //no issue
c) There's an invisible object here http://i.imgur.com/JjexjDA.jpg that's mountable http://i.imgur.com/zYLXYDm.jpg //noted
3. Concerning this other computer console and this end of the room http://i.imgur.com/cwBUiE2.jpg
a) Neither corners on either side of it are accessible - no screenshots. //no issue
b) The computer console is widely mountable to the left, even way over here http://i.imgur.com/PNMpdy5.jpg //no issue
c) There's an invisible object here http://i.imgur.com/BzEHwST.jpg that's widely mountable http://i.imgur.com/EcJCTLl.jpg //noted
4. As reported previously by Yankee Clipper, long after Shodan's cutscene ends, I fired a grenade partially down the hallway and an invisible egg exploded http://i.imgur.com/N3MtPoH.jpg //noted, but mostly "don't do that"
5. The area's ONLY light must have a 5000 watt lightbulb - it illuminates the entire area. Dim the existing light and install two new lights http://i.imgur.com/QJprIqG.jpg and add a defective light in the long hallway http://i.imgur.com/LkoUoWl.jpg //no

As usual SCP Devs, keep the faith and do what you can, where you can.  :thumb:
« Last Edit: 20. May 2016, 15:13:41 by voodoo47 »

674016d826490voodoo47

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considering the very special nature of this level, pretty much everything (with the exception of the destroyable egg maybe, though why would one want to fire the grenade launcher there still remains a question) would fall somewhere between "don't do that" and "dude, just really f*cking don't do that".
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5. Dude, why is everything so fucking bright for you? Did you crank up some illumination setting, or gamma or whatever?

Take a look at the attached screenshot, this is how it looks for me.
There is only a single light in there to set the focus on the dead body and to generally set a specific mood to the room. Adding more lights is one of the shittest suggestions you ever made as it clearly would destroy this.

674016d82843fSystem Shocked

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Dude,
My original screenshot is exactly the same as yours. Due to how dark screenshots typically are, as evidenced by submissions from others, I use an editor to brighten them up as a benefit for the Devs so they can clearly understand the issue(s) at hand.

Concerning the lights, I get the lighting mood aspect, but the area is too large to have just one light. As a rethink, adding defective lights (as I suggested for the long hallway) wouldn't change the lighting mood, but would make more design sense.   
« Last Edit: 07. November 2015, 16:04:24 by System Shocked »

674016d82883aSystem Shocked

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considering the very special nature of this level, pretty much everything (with the exception of the destroyable egg maybe, though why would one want to fire the grenade launcher there still remains a question) would fall somewhere between "don't do that" and "dude, just really f*cking don't do that".

Concerning the invisible destroyable egg, it was to support Yankee Clipper's previous feedback submission, of it occurring.
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So at one hand you are saying
The area's ONLY light must have a 5000 watt lightbulb - it illuminates the entire area.
and on the other you say
Due to how dark screenshots typically are, [...] I use an editor to brighten them up as a benefit for the Devs so they can clearly understand the issue(s) at hand.

Even though an installation like that might not be the optimal solution to light a whole room, it isn't something unrealistic.
I don't have any say in this, but in my opinion that is not an issue.

P.S. And you don't need a 5000W bulb to light the whole room. With the right setup you can light the whole room (except the entrance area) with merely 20W. And yeah, everything coming from one center stop.

674016d829125System Shocked

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When I've suggested adding lights in my feedback reports, it's almost always been for defective ones, in order to not disturb the existing lighting mood but to maintain and/or improve design aesthetics, especially for rooms that haven't any lights.   
« Last Edit: 08. November 2015, 04:15:13 by System Shocked »

674016d829238System Shocked

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If there are three eggs in the same room, does each one emit its own murmuring sound while it's intact?

On Ops deck, I've entered a room with three eggs and the murmuring sound is present. When I destroyed the first egg, the murmuring sound stopped. Neither of the two remaining eggs emit any sounds. Wondering if this is normal, or a bug.

674016d82930dvoodoo47

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an egg missing its sound is definitely a bug. specify location.

674016d8295d9System Shocked

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an egg missing its sound is definitely a bug. specify location.

There are three instances so far, all on the Operations Deck. Oddly, I'm pretty sure that I reported these way back when.

http://i.imgur.com/qnjQlbr.jpg     and     http://i.imgur.com/cI2Ln3x.jpg     and     http://i.imgur.com/ktwPEMD.jpg
« Last Edit: 08. November 2015, 19:45:37 by System Shocked »

674016d8296d8voodoo47

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also one thing - before you take a screenshot, open the console by hitting shift+; and type show_stats and hit enter.

674016d8297deSystem Shocked

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Will gladly do this going forward :thumb:, but I've got a whack of screenshots taken already in preparation for my feedback reports for SCP Beta 2, and they unfortunately won't have the player's map position data displayed on them. So very sorry. :(
« Last Edit: 08. November 2015, 20:11:51 by System Shocked »

674016d8298ebYankee Clipper

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Speaking of eggs, all of the eggs up in the officers' quarters on command will not trigger unless you actually kiss them.

674016d8299f2System Shocked

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@ Yankee Clipper,

IIRC, some of the eggs in that area also don't emit murmuring sounds either. I'll double check when I get there.

674016d829b05voodoo47

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the egg trigger wonkiness has been left alone intentionally. so that regular players will not know which egg is relatively safe to search and which one will blow right into their face.
« Last Edit: 03. June 2016, 11:33:28 by voodoo47 »

674016d829c43Yankee Clipper

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I get what you are saying about the egg triggers being variable. Some will trip before you can search them, some won't. But, all of these are set so that you can get way closer than necessary to search them. You can get close enough to all of them to hit them with your wrench without triggering them. And if you don't hit them, you can get even closer still. Seems off, but if you guys think the game works better that way, so be it.

674016d829f65unn_atropos

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It would be interesting to have a mod that gives you information about the egg. You gather some inplant thats tells you what will hatch out and puts the useless organs to some use (swarm organ as a healing item f.e., or they join your side.)
It would also be cool to be able to cook new kinds of hybrids up by mixing organs in the egg.

674016d82a0c8Yankee Clipper

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Well, you could do a mod that makes the eggs have a different appearance depending on what kind of egg they are, but I think part of the point is you don't know what you are dealing with until you are close enough to either search it or have it crack open and attack you. Making the useless organs recyclable should be easily enough, though. Not just for the egg organs, but all the monster organs.

I don't get what you are saying about mixing the organs to male new hybrids, though. I'm trying to kill the bastards, not cook up new ones who will just try to kill me the moment they are created.

674016d82a28eSystem Shocked

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Found another egg that's giving the silent treatment - emits no murmuring sound   http://i.imgur.com/0DoaW5x.jpg

EDITED :

Here's another at the pool http://i.imgur.com/vbyIoxW.jpg and it also floats above the floor http://i.imgur.com/dclgn34.jpg
« Last Edit: 11. November 2015, 19:24:18 by System Shocked »

674016d82a3e2System Shocked

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SCP Beta 1 and SCP Beta 2 were released on subsequent Halloweens. Is this the timetable that will be followed for future SCP releases? Between major SCP releases, will interim patches be made available, in order to provide gameplay/visual improvements without having to wait for the lengthy/yearly SCP Halloween releases? I assume that you SCP Devs are working on secret unmentionable improvements. Let me suggest that fundamental basic corrections, by way of the SS2's community feedback reports, be made available through SCP Beta 2 incremental patches, instead of waiting for the yearlong updates.
« Last Edit: 13. November 2015, 20:56:40 by System Shocked »
2 Guests are here.
At this frequency, the parasitic capacitance etc start to be a real big issue.
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