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Topic: SCP Beta 2 Issue Reporting
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67407e42a6fd5voodoo47

67407e42a701c
ah, so expert tech works when unpowered? i highly doubt this only happens on botm though - will check.
67407e42a73d2
ah, so expert tech works when unpowered? i highly doubt this only happens on botm though - will check.
Yes that's what I meant. My guess is also that it will also work on all the other crates. Please do.

67407e42ab8afSystem Shocked

67407e42ab919
I'm so sorry to anyone that has to view this forum submission. I can't adjust, amend or change/edit its forum content.

For quite a while now, I've been expousing that numerous additional issues

that still existed within the release of SS2 Beta 2. Incidents and

obvious, additional issues that existed with SS2 Beta 2 needed to be

explored before the release of SS2 Beta 3. 

So, here's some of what's still wrong with the release of SCP Beta 2. I

recognize that some issues within certain levels can't be changed/modified

at this point in time, because they are restricted as to what changes can

be made at this moment in time, being that certain levels are restricted

or unrestricted in nature. Please keep track of these issues so that they

can be addressed/fixed at a later date, when they can be.

Some of these issues may have been previously reported - a safeguard

against that they may have been missed or overlooked previously. Please

don't let any issues fall through the cracks.

Inadvertedly, the issue order listing may not reflect the proper accurate

numerical order.

My deepest apologies to Voodoo47 for any additional hardships in him

determining/finding an issue's site location. This group of presented

issue screenshots should display the player's in-game map coordinates,

which is a huge benefit to the SCP2 Dev team.

SCP BETA 2 FEEDBACK REPORT #1
=============================
1. Here

http://i.imgur.com/8iBKwTI.jpg
wire bundle positioned below ceiling

frame http://i.imgur.com/eIiX4TN.jpg //no issue


2. For consistency, maintain same ceiling texture into the next room

http://i.imgur.com/FiFUeKT.jpg
3. Here //no

http://i.imgur.com/iXMwDzA.jpg
extend floor texture to under

recharge station //no

http://i.imgur.com/GF889Au.jpg

4. Here

http://i.imgur.com/5QSiize.jpg
use a more appropriate/matching

ceiling texture //no

http://i.imgur.com/kWhervS.jpg

5. Here

http://i.imgur.com/2icsAuA.jpg
platform incorrectly described as "A

grav lift" //not important

http://i.imgur.com/hjyyAZq.jpg

6. This caution sign

http://i.imgur.com/cSE0ygs.jpg
doesn't contact the wall //already min safe distance

http://i.imgur.com/ZcOSyzb.jpg
7. For this ladder's niche

http://i.imgur.com/cHoKwX5.jpg
add warning stripes to its inner

sides http://i.imgur.com/Ls4Ukyt.jpg //no


8. Change this floor texture so it matches the with the connected rooms

and hallway //no

http://i.imgur.com/ZuovIUs.jpg

9. In this room, light switch turns lights on, but not off //intentional

http://i.imgur.com/ALVG2lA.jpg

also fix niche texture //no

http://i.imgur.com/RpSTZ2P.jpg

This item #10 HAS also been reported in Olfred's thread
10. These 2 decals for this machine model

http://i.imgur.com/NifKrgK.jpg

float http://i.imgur.com/ZYcbEPB.jpg //if you need to zoom it, then you don't need it


11. Ceiling textures on either side of recharging unit's niche, don't

match http://i.imgur.com/ww9rSSV.jpg //will fix


12. Apply this room's brighter/happier ceiling/floor textures

http://i.imgur.com/t959KbJ.jpg

to adjacent room //no

http://i.imgur.com/H3PNGDr.jpg

13. These long storage crates severely clip into each other //maybe

http://i.imgur.com/IaeRlkd.jpg
14. For this area

http://i.imgur.com/DiaWWPc.jpg

a) Due to ramp's steepness, add hand rails to both //no

http://i.imgur.com/vMuq7IP.jpg //no
b) Raise and center this light on its wall

http://i.imgur.com/oF0u1SB.jpg //no
c) Slightly raise and center this wall sign

http://i.imgur.com/AakAQnJ.jpg //no
d) The placement of this "Low Head Room" sign makes no sense

http://i.imgur.com/5HLgoqQ.jpg //no
e) For this niche, change its upper/lower textures so they match its sides

http://i.imgur.com/oEZrM7y.jpg //maybe
f) For this upper ledge

http://i.imgur.com/VTK70wA.jpg
change the texture to match the

attached walls //maybe

http://i.imgur.com/NeSko7K.jpg

g) Raise these lights so they're more visible

http://i.imgur.com/6DUegO2.jpg //no
h) This lower crate clips into the angled floor

http://i.imgur.com/cQmiFgY.jpg //maybe
i) Remove this oddly position air duct

http://i.imgur.com/hkHZmUM.jpg -

its support bracket is far from contacting anything.  :)  //maybe
j) Raise this light to the angled ceiling

http://i.imgur.com/mRFTQpd.jpg

to match the other light. //no
15. Change ceiling texture in alcove room so it matches the ceiling in 2

connecting rooms //no

http://i.imgur.com/nVkUapw.jpg

This item #16 HAS also been reported in Olfred's thread
16. Diagno Sys Unit model

http://i.imgur.com/xgbOk5v.jpg
has no finished texture on its

underside //check later

http://i.imgur.com/Yc1ov7f.jpg

17. Change the lower level's floor texture so that it matches the floors

of the upper 2 levels

http://i.imgur.com/Fnix6nR.jpg
  //no
18. Change the upper level's ceiling texture so that it matches the

ceiling of the lower 2 levels

http://i.imgur.com/5VC8kXz.jpg
//no
19. Player can't mantle/jump onto crate to search upper shelves for

supplies, should they desire to //so what

http://i.imgur.com/OC0fuBZ.jpg

This item #20 HAS also been reported in Olfred's thread
20. This computer unit

http://i.imgur.com/2DYWJWG.jpg
has no finishing texture on its top

side http://i.imgur.com/yN1SlIN.jpg //we'll see


21. Change this texture to match the floor or the wall

http://i.imgur.com/dMgsejy.jpg //no
22. This door

http://i.imgur.com/xwTSiev.jpg
will close down onto the player

http://i.imgur.com/sQDIGfB.jpg
23. Not solely for better area illumination, raise this light up and out

of the way

http://i.imgur.com/olFcYLQ.jpg

24. Maintain texture continuity

http://i.imgur.com/CU9j3Rg.jpg
as done at far end of corridor

http://i.imgur.com/PHNiDoZ.jpg
25. In this room

http://i.imgur.com/QPbZQam.jpg
change this wall's texture to match

attached walls

http://i.imgur.com/JtkxEWc.jpg

This item #26 HAS also been reported in Olfred's thread
26. For this door

http://i.imgur.com/qWOF66W.jpg
add a matching texture where

indicated

http://i.imgur.com/3d0HWuC.jpg

27. At this location here

http://i.imgur.com/1JXAT2U.jpg

a) These 2 wall signs should be identical

http://i.imgur.com/h3yxkpF.jpg
b) This door

http://i.imgur.com/ubrUdzl.jpg
closes down onto the player

http://i.imgur.com/Ppkvkpy.jpg
28. Maintain ceiling texture into next room

http://i.imgur.com/cphE0yf.jpg

and to match attached room

http://i.imgur.com/oVOws3m.jpg

Item 29a HAS also been reported in Olfred's thread
29. In this area

http://i.imgur.com/HZRs4IU.jpg

a) Underside of this desk model doesn't have finished textures

http://i.imgur.com/PD5Cckj.jpg
b) Reposition pipe so it's out of the way and doesn't interfere with

counter workplace

http://i.imgur.com/MQ6mJjA.jpg

c) Change these textures to match the walls, or something else, but not

the ceiling

http://i.imgur.com/XVSYFfk.jpg

d) The placement of this "Low Head Room" sign WAY UP HERE makes no sense -

lower it

http://i.imgur.com/HOqLb9y.jpg

e) The same nonsense applies to this "Low Head Room" sign ? - lower it

http://i.imgur.com/asJvp3S.jpg
f) I suspect these 3 machines aren't attached to the wall

http://i.imgur.com/OpaqARQ.jpg
30. Raise this light, so that it's up and out of the way

http://i.imgur.com/hKivn2H.jpg
31. For consistent lighting, raise these 2 lights to same height as other

light http://i.imgur.com/aLveyYt.jpg


32. Can this texture anomaly be removed ?

http://i.imgur.com/LqNm3rf.jpg
33. Here

http://i.imgur.com/AYXOO8i.jpg
railings aren't properly connected

http://i.imgur.com/ccGaipO.jpg
34. Platform

http://i.imgur.com/IfE7Eq3.jpg
described as "A grav lift" which is

incorrect

http://i.imgur.com/miFycOG.jpg

35. Can wall texture continuity be maintainded here?

http://i.imgur.com/mP7s4EX.jpg
36. Normally there would be a railing here

http://i.imgur.com/xQitKUI.jpg
- So have it mangled and dangling in place.
- On the floor, undamaged or mangled debris.
- Or on the floor below, undamaged or mangled debris.
37. Dislodged ceiling grate here

http://i.imgur.com/L9ndlz3.jpg
so add one on floor below

http://i.imgur.com/nneGKjp.jpg
38. Also, reposition the hanging grate so it's not floating in mid air

http://i.imgur.com/7shnEui.jpg
39. In this area here

http://i.imgur.com/UqF3Jxt.jpg

a) There's no indication or reason for a railing not to be positioned here

http://i.imgur.com/LYIO8Va.jpg
b) Use railing with end post here, so railing ends aren't exposed through

wall http://i.imgur.com/8j2PdIF.jpg


40. These railings have some issues

http://i.imgur.com/4KxVqzP.jpg

a) The far railing isn't aligned with adjacent one

http://i.imgur.com/tGQLnMc.jpg
b) These railing joints need adjusting

http://i.imgur.com/OshH5DR.jpg
c) Railings aren't properly connected here

http://i.imgur.com/nLyxQBZ.jpg
d) These railing joints also need adjusting

http://i.imgur.com/AmPzHjz.jpg
41. Wall sign

http://i.imgur.com/kUCTFiL.jpg
isn't attached to wall

http://i.imgur.com/sZSLv38.jpg
42. Label on slug turret

http://i.imgur.com/c2Xtlp4.jpg
is reversed

http://i.imgur.com/dRcITpc.jpg
43. Change these textures

http://i.imgur.com/IJDjGQT.jpg
to match the opposite side

http://i.imgur.com/Zrbu9wl.jpg
44. Lower foot of this corpse

http://i.imgur.com/cJ2MqSk.jpg
clips into wall

http://i.imgur.com/Jl4QKKQ.jpg

Subject: Additional Issues In Cargo Bays 1 & 2
Sent to: voodoo47 by PM on Sunday, March 1, 2015 at 07:38 pm EST
--------------------------------------------------------------------------

-------------------------
I know you're in the midst of releasing SCP Beta 2, but I've come across

some problems (some of them obvious) in Cargo Bays 1 & 2. The additional

incidents where boxes have incorrect textures are new.
Hopefully you've discovered all or some of these during your testing, but

if not, please consider including fixes in SCP Beta 2. If that window of

opportunity has closed, set them aside for inclusion in SCP Beta 3.

SCP Beta 1 FEEDBACK REPORT #18
=============================
1. Light's niche has dark texture that others don't. Engine?

http://i.imgur.com/4aOuvcV.jpg
2. Light fixtures in Cargo Bays 1 & 2 have problems:
a) In Cargo Bay 1A's areas:
- Main level

http://i.imgur.com/atlXvUa.jpg
&

http://i.imgur.com/eYTeVvJ.jpg
- Main level

http://i.imgur.com/lsjOft5.jpg
&

http://i.imgur.com/ORbnoAy.jpg
b) In Cargo Bay 1B's areas:
- Second level

http://i.imgur.com/1ELylX1.jpg
&

http://i.imgur.com/DBGEPAW.jpg
- Third level

http://i.imgur.com/IAuRiAp.jpg
&

http://i.imgur.com/JA8bKmX.jpg
c) In Cargo Bay 2A's first and third levels:
- First level, lights

http://i.imgur.com/nFnnUVY.jpg
not centered in niche

http://i.imgur.com/EoseOGE.jpg
- Third level, lights

http://i.imgur.com/5Wscp8Q.jpg
not centered in niche

http://i.imgur.com/3BMniTo.jpg
d) In Cargo Bay 2B's areas:
- Second level

http://i.imgur.com/2mreCrH.jpg
light's niche is ½ size so fixture is

too big

http://i.imgur.com/GxPdiak.jpg

- Third level

http://i.imgur.com/DEXKJTm.jpg
&

http://i.imgur.com/JRm6Nk0.jpg
- Other end of same level

http://i.imgur.com/mO92JA1.jpg
&

http://i.imgur.com/ektsgQ3.jpg
3. Cargo Bay 2A's areas have some texture related issues:
a) First level

http://i.imgur.com/1ChpmlA.jpg
box has wrong texture

http://i.imgur.com/AKUNRXr.jpg
b) Third level

http://i.imgur.com/CsfvkzW.jpg
boxes have wrong texture

http://i.imgur.com/2lMM0RZ.jpg
c) Third level

http://i.imgur.com/8iHoQ70.jpg
box has wrong texture

http://i.imgur.com/pd190kT.jpg
d) Third level

http://i.imgur.com/ke4aXHP.jpg
ceiling textures misaligned

http://i.imgur.com/7Cwe3kK.jpg
e) In 2A-2B first levels, texture mismatch

http://i.imgur.com/gi2JKrg.jpg &

http://i.imgur.com/EyxMvxE.jpg

Thanks again & best regards.

48. Use superior light fixture model used here

http://i.imgur.com/YTKAgwV.jpg &

http://i.imgur.com/pq4qhDR.jpg

in adjacent room

http://i.imgur.com/wLuSj95.jpg
&

http://i.imgur.com/2fNF1DU.jpg &

for these 3 across room

http://i.imgur.com/X6kFl06.jpg
- an example

http://i.imgur.com/WMjq4pU.jpg
49. When exiting grav lift shaft, door

http://i.imgur.com/aFnaL5p.jpg

closes onto player

http://i.imgur.com/RvXTNZj.jpg

50. Here

http://i.imgur.com/lEGe87b.jpg
add proper texture at bottom of 2

shafts http://i.imgur.com/TBMpajt.jpg


51. Can same ceiling texture be carried forward, or use one with more

color/detail

http://i.imgur.com/KwdcNpb.jpg

52. Can a more colorful/suitable texture be used around this door?

http://i.imgur.com/eBUgYuV.jpg
53. There are a couple of issues here
a) Can abrupt change in textures be covered/hidden?

[url=http://i.imgur.com/Vtmltfp.jpg]]http://i.imgur.com/Vtmltfp.jpg]

a) Can abrupt change in textures be covered/hidden?

http://i.imgur.com/Vtmltfp.jpg

or extend corridor texture so transition occurs at a full tile, like here

http://i.imgur.com/WqHyqDs.jpg
b) Floor textures are not aligned here

http://i.imgur.com/nkYaOyJ.jpg
54. Concerning 2 instances of misaligned textures:
a) Align warning stripes

http://i.imgur.com/553LyjQ.jpg
to match opposite side

http://i.imgur.com/6shwPWD.jpg
b) Align warning stripes

http://i.imgur.com/YFLMUC2.jpg
to match opposite side

http://i.imgur.com/2yXFICb.jpg

Reported separately to SCP issues Tuesday, March 3/15 7:30 pm EST
----- Here

http://i.imgur.com/QDz6LSp.jpg
all eight plant cubicles are missing

their proper side textures

http://i.imgur.com/PDjR7ZE.jpg
&

http://i.imgur.com/PSbcbl0.jpg
55. Other 9 area doors have warning stripes, but none here

http://i.imgur.com/lz8WJ8Y.jpg

and http://i.imgur.com/FlfLhe5.jpg


56. Ceiling textures look fine here

http://i.imgur.com/7Jiwvuc.jpg
but opposite end of corridor differs

http://i.imgur.com/b03pyCh.jpg
57. For consistency, add "DO NOT BLOCK" sign in front of other

environmental regulators

http://i.imgur.com/V12dttt.jpg
except for one in refrigerated area.
58. If doable, place removed ceiling panels on floor below

http://i.imgur.com/R693SkT.jpg
58a). Swap positions of far wall signs so both are fully visible

http://i.imgur.com/A64Qenp.jpg

STARTING DECK 4
===============
58b). Move this computer unit back against the wall

http://i.imgur.com/Wb53ZvC.jpg
59. Add defective ceiling light here

http://i.imgur.com/q72sJyU.jpg
to match opposite side and upper

level http://i.imgur.com/qDXKKUJ.jpg


60. In this room

http://i.imgur.com/WQ0o75d.jpg

a) As other ramps in area, continue texture around corner

http://i.imgur.com/VsNFNCV.jpg
b) Ceiling textures are not properly aligned

http://i.imgur.com/KOVv3Gb.jpg
61. In this room

http://i.imgur.com/zMoxCWv.jpg

a) Computer terminal clips wall

http://i.imgur.com/sjdPZBm.jpg
- alcove allows moving it a little

left http://i.imgur.com/Hd2txn0.jpg

- if insufficient room, move it back slightly.
b) Reposition ceiling grate

http://i.imgur.com/FvWEtmp.jpg
to eliminate gap

http://i.imgur.com/wRpbavf.jpg
62. For better noticeability, move "CREW" sign and add another

http://i.imgur.com/0uJK3tI.jpg
63. When exiting bathroom, door

http://i.imgur.com/gB8CCb7.jpg
closes onto player

http://i.imgur.com/0OCWAuU.jpg
64. Fingers of this corpse

http://i.imgur.com/pq5N66t.jpg
clip into the wall

http://i.imgur.com/CjsnJV7.jpg
65. To match most all crew rooms, add defective entrance light here

http://i.imgur.com/Y27YKD5.jpg
66. To match most all crew rooms, add defective entrance light here

http://i.imgur.com/VeNS9G8.jpg
67. Realign ramp's side texture

http://i.imgur.com/AcG7u8B.jpg
to match other one

http://i.imgur.com/Se6kP3V.jpg
68. In mess hall washrooms, align placement of ceiling lights:
- Mens http://i.imgur.com/G4pnsRR.jpg

an Ladies

http://i.imgur.com/pxrDUNV.jpg

69. Absent/missed report.
70. In the mess hall's refrigerated storage area

http://i.imgur.com/AZnkGSg.jpg
a) Ceiling texture continuity is broken here

http://i.imgur.com/NrugLSK.jpg
b) Adjust these textures for a more cleaner/precise seam

http://i.imgur.com/5I989K1.jpg
c) Extend textures to connected wall to match up with textures on next

connected wall

http://i.imgur.com/hTGE6zf.jpg

71. Psi-pulled these containers

http://i.imgur.com/QgN9Yvy.jpg
down from up there

http://i.imgur.com/EJgyMHk.jpg
72. Center light on ceiling, like in the 3 adjacent rooms

http://i.imgur.com/XlErj9O.jpg
73. Center light on ceiling, like in other nearby rooms

http://i.imgur.com/umNXgHD.jpg
74. Center sign on wall

http://i.imgur.com/5uv58JH.jpg

75. Cell should have defective light of some kind

http://i.imgur.com/e9hDF9p.jpg
76. Center light on ceiling like opposite cell

http://i.imgur.com/e6iYtDv.jpg
77. This wall seam is slightly protruding

http://i.imgur.com/4oCv5J6.jpg
78. Center light on ceiling like numerous other rooms

http://i.imgur.com/eDLgdE6.jpg
79. Center light on ceiling like in connected room and others

http://i.imgur.com/o1e9Z2b.jpg
80. Maintain texture alignment from room to room

http://i.imgur.com/p88saIk.jpg
81. In unison, centralize/reposition these 3 lights

http://i.imgur.com/ro7O1Uj.jpg
82. Maintain texture alignment from room to room

http://i.imgur.com/iQvynym.jpg &

opposite room

http://i.imgur.com/rYe2dE7.jpg

83. Room large enough to justify 3 ceiling lights, like lower level

http://i.imgur.com/dvBGoWd.jpg

RECREATION LEVEL
================
84. Here, both corpses are same model. Replace one with an alternate model

http://i.imgur.com/E9RBq2P.jpg 
85. Here

http://i.imgur.com/Mx3CCDW.jpg
wall base textures differ

http://i.imgur.com/nHFpUA9.jpg
86. Add a light above the sink, to justify the illumination

http://i.imgur.com/OCTSRNp.jpg
87. Here

http://i.imgur.com/RM8MCJp.jpg
corner railing joints need some TLC

http://i.imgur.com/tgKitjB.jpg
88. Maintain straight-line light placement

http://i.imgur.com/CYFzzDX.jpg

as here

http://i.imgur.com/L1m0t4L.jpg

89. A couple of issues in the Casino:
a) It'd look better if bar stool was repositioned

http://i.imgur.com/orvyKMK.jpg
b) Postion light's niche

http://i.imgur.com/VEc2PDl.jpg
same as other one

http://i.imgur.com/V4lsNeK.jpg
c) Center this light in ceiling's alcove

http://i.imgur.com/OcN5E2d.jpg
d) It'd look better if bar stools were relocated, and add a third

http://i.imgur.com/RixqnCk.jpg
e) Move this plant out of the way

http://i.imgur.com/LoiSbOw.jpg

90. These doors

http://i.imgur.com/cjkevan.jpg
close onto the player

http://i.imgur.com/9qErFtn.jpg
91. Several problems exist in the Sensual Stimulation Units area:
a) Camera is completely unaware of player's presense

http://i.imgur.com/A8O3CpD.jpg
b) Move camera so its mounting plate fully contacts ceiling

http://i.imgur.com/KJGRAkN.jpg
c) Brackets for Sensual Stim Units sign don't contact wall

http://i.imgur.com/tqWRhnY.jpg
d) Candy's room door closes onto player

http://i.imgur.com/M73O5rc.jpg &

http://i.imgur.com/RK7W8qT.jpg
e) Confirm Candy's access card reader contacts wall

http://i.imgur.com/mRPfUDO.jpg
92. This store sign's brackets don't contact wall

http://i.imgur.com/o4NEFrw.jpg
93. This broken dangling railing

http://i.imgur.com/zudCdIj.jpg
floats

http://i.imgur.com/7Yw2SiQ.jpg
94. Here

http://i.imgur.com/hHoFSef.jpg
sign's brackets don't contact wall

http://i.imgur.com/DR4McwY.jpg
95. Use nice finished texture on front/rear of counter

http://i.imgur.com/kbBJMfW.jpg
96. Makes more sense if the railing's post contacts wall

http://i.imgur.com/ri2swNx.jpg
97. Center lights - move them left by 1 ceiling tile

http://i.imgur.com/crlWwY9.jpg
98. This store sign's brackets don't contact wall

http://i.imgur.com/8X3zLgY.jpg
99. This door

http://i.imgur.com/0HsMaAX.jpg
close onto the player

http://i.imgur.com/fdHnrfy.jpg
100. At Value-Rep in Bonne Chance Lounge, align ceiling textures

http://i.imgur.com/8RuDU36.jpg
101. Should this "SECTOR" sign say something more?

http://i.imgur.com/VvglUH8.jpg
102. This door

http://i.imgur.com/rpJwuNE.jpg
closes down onto player

http://i.imgur.com/CvgFCiz.jpg
103. Here

http://i.imgur.com/d6HYYJQ.jpg
nanite container spawns clipped into

wall http://i.imgur.com/FMMCHEk.jpg


104. Textures not aligned in this crawlspace

http://i.imgur.com/enmrmbX.jpg &

http://i.imgur.com/Cn6LgNZ.jpg &

http://i.imgur.com/TJb1VbK.jpg &

http://i.imgur.com/QsYk7tk.jpg
105. In this area here

http://i.imgur.com/ksBSft9.jpg

a) Floor textures differ-not aligned

http://i.imgur.com/N4XGQ1y.jpg

b) Floor textures not aligned

http://i.imgur.com/klREl2g.jpg

c) Nanite container spawns clipped into floor

http://i.imgur.com/a1ym02a.jpg
106. This handsome guy doesn't attack?

http://i.imgur.com/Xe7McLi.jpg

and http://i.imgur.com/9iZYUg1.jpg


107. If doable, place removed panels on floor below

http://i.imgur.com/KZqSQyE.jpg
108. In the Athletics gymnasium

http://i.imgur.com/oQVTiGH.jpg

a) To avoid being hit, raise 2 drop lights even more

http://i.imgur.com/MjYhoAx.jpg
b) Change texture

http://i.imgur.com/0VoDzwr.jpg
to match opposite side

http://i.imgur.com/b8V0OjB.jpg
109. Whereas the texture alignment is near flawless in the similar looking

Athletics locker room, this food prep area

http://i.imgur.com/5I7WauH.jpg

has numerous instances where textures aren't aligned. Some examples

http://i.imgur.com/O8Ctw0f.jpg &

http://i.imgur.com/bbUJ2z2.jpg &

http://i.imgur.com/rnDOEj2.jpg

Command Deck - Level 6
====================
110. In the shuttle control rooms, center the lights in these 2 corridors

on their walls

http://i.imgur.com/bVW5Kwh.jpg
&

http://i.imgur.com/uznuyqd.jpg.

Right now, each pair of lights are spaced differently to each other.
111. Add warning stripes to match other 4 instances on ramp

http://i.imgur.com/39JeumP.jpg
112. Can these blurry, old-style textures be changed to something more

detailed/modern

http://i.imgur.com/aZqkb1W.jpg
like manipulating this texture

http://i.imgur.com/r2xyTZ9.jpg

UNN Rickenbacker - Deck A
======================
113. Add a warning stripe to base

http://i.imgur.com/2DJMl0r.jpg
and top of ladder

http://i.imgur.com/jqkQCVf.jpg
114. Continue wall textures on platform's sides

http://i.imgur.com/LGMaY5x.jpg

like the small platform and the ramp ahead

http://i.imgur.com/67gUAal.jpg
115. Extend railing to ramp's top, like the other railing

http://i.imgur.com/yczjvWc.jpg
116. Insert glass in this opening - who doesn't like smashing a window!

http://i.imgur.com/KuC18dP.jpg
117. Raise warning stripes to platform's top edge

http://i.imgur.com/aXSb0C7.jpg
118. Add a warning stripe to base

http://i.imgur.com/VrDiL9C.jpg
and top of ladder

http://i.imgur.com/al8O7LJ.jpg
119. For a cleaner improved look, match these textures to the wall

http://i.imgur.com/D16fdK4.jpg
120. These textures should match the walls, not the ceiling

http://i.imgur.com/k4DZlaw.jpg
121. This texture should match the attached walls

http://i.imgur.com/F0OpXjN.jpg
122. Change console's side texture

http://i.imgur.com/zx0nzuR.jpg
to match other console

http://i.imgur.com/W0ScAgZ.jpg
123. Add a warning stripe to base

http://i.imgur.com/6YMTuH1.jpg
and top of ladder

http://i.imgur.com/fFyol4Q.jpg
124. Maintain same texture

http://i.imgur.com/7mSHdUZ.jpg
to match opposite end

http://i.imgur.com/XkcxWCd.jpg
125. Continue same textures onto far wall, like opposite end of room and

below hull breach

http://i.imgur.com/JlKHaHp.jpg

126. There are a couple of problems with these pipes

http://i.imgur.com/JEgWXOb.jpg
a) Lower them so they don't clip into ceiling's 3 angled supports

http://i.imgur.com/izSrPyy.jpg
b) Dark grey end sections blink in/out of view

http://i.imgur.com/6qRWEGe.jpg

and http://i.imgur.com/pWBhYG0.jpg


127. For this ramp here

http://i.imgur.com/q4YcIqS.jpg

a) For greater coverage, more handrail further up the ramp

http://i.imgur.com/UUFvDWm.jpg
b) Makes sense to add a second handrail

http://i.imgur.com/1BKwJTA.jpg
128. For the area, can the blue lights (which don't beep) be set to blink

opposite to the red lights?
129. Add warning stripes to all sides of ladder's niche

http://i.imgur.com/svFhpjE.jpg

like http://i.imgur.com/mFMP4Da.jpg


130. There are numerous problems in the Nacelle B area

http://i.imgur.com/U1yzne3.jpg
a) Both railings positioned beside walkway

http://i.imgur.com/GY3HuNj.jpg

and http://i.imgur.com/cEDGeV3.jpg


b) Center this ladder within its niche

http://i.imgur.com/uKCRAYG.jpg
c) Textures not aligned here

http://i.imgur.com/oOSFemt.jpg
and here

http://i.imgur.com/oPpJdiW.jpg
d) Add warning stripe at base of ladder

http://i.imgur.com/dRLYmyj.jpg
e) Textures along here are not aligned

http://i.imgur.com/Gpm9uJ1.jpg
f) End of wiring harness doesn't contact the wall

http://i.imgur.com/VLP6A16.jpg
g) All this blood with none on the walls looks odd

http://i.imgur.com/ZclyfXL.jpg
h) Center this "2" between the consoles

http://i.imgur.com/Vvgvt03.jpg
i) Continue wall texture here

http://i.imgur.com/TOCWoQT.jpg
and here

http://i.imgur.com/4wM5XQE.jpg
j) Continue wall texture here

http://i.imgur.com/QTCGboe.jpg
and here

http://i.imgur.com/Ac8Xttk.jpg
k) Maintain same wall texture here

http://i.imgur.com/G1xXKgW.jpg

l) Maintain same wall texture here

http://i.imgur.com/lXjgLbt.jpg

131. Here's a wierd one - spider is dead yet it has max health???

http://i.imgur.com/CctflCX.jpg

UNN Rickenbacker - Deck A
-------------------------
132. Here

http://i.imgur.com/aCGM6Q2.jpg
continue the same texture

http://i.imgur.com/1Kr4s4t.jpg
133. In this duct, reorient textures for continuity of texture's pipe

details

http://i.imgur.com/Thd0aDJ.jpg

a) Rotate this texture 90°

http://i.imgur.com/WSuPZJG.jpg

b) At top of ramp, rotate these next 3 textures 90°

http://i.imgur.com/ForED8i.jpg
c) Rotate these 4 textures 90° to match adjacent ones

http://i.imgur.com/kFzcQLD.jpg
134. For a more polished look, maintain wall textures

http://i.imgur.com/ggmy2fl.jpg
135. This pipe

http://i.imgur.com/YKsUytl.jpg
does not contact the wall

http://i.imgur.com/uh1cwyn.jpg
136. Shift grate left to reduce gap and a better fit n' finish

http://i.imgur.com/iJQgLJz.jpg
137. Rotate vertical pipes so green lights face away from rear wall

http://i.imgur.com/b67J2Lp.jpg
138. Red light

http://i.imgur.com/yKdte2Q.jpg
set too deep into ceiling. Rear plate

not visible

http://i.imgur.com/QeYji7B.jpg

139. Several issues exist in the torpedo bay

http://i.imgur.com/0Iyk6wb.jpg
a) Align pipe alcove's side textures with the walls

http://i.imgur.com/revIz3l.jpg
b) Textures aren't aligned here

http://i.imgur.com/gsIfkS4.jpg
and

http://i.imgur.com/lSaCMQK.jpg
c) Wall textures are partially aligned here

http://i.imgur.com/y06RdA7.jpg
d) Textures are not aligned here

http://i.imgur.com/ccTIWbW.jpg

e) Align 2 turret alcove's side textures with walls

http://i.imgur.com/gNEAVlj.jpg

and http://i.imgur.com/37h8Spz.jpg


f) Can the abrupt change in these textures be corrected?

http://i.imgur.com/nKnwov8.jpg 

UNN Rickenbacker - Deck B - Enroute To Sickbay
----------------------------------------------------------------------
137. Center this light on the door

http://i.imgur.com/BvTrKmJ.jpg


UNN Rickenbacker - Deck C
----------------------------------------
138. Ceiling textures aren't aligned here

http://i.imgur.com/qb0IDwz.jpg
139. At top of this structure

http://i.imgur.com/a2p2CX7.jpg
texture doesn't look quite right

http://i.imgur.com/wAWWOAa.jpg
140. At Diego's room, height of access card reader is too low

http://i.imgur.com/dHN8q3D.jpg
141. For ramp's sides and adjacent textures, use wall texture, not

console's texture

http://i.imgur.com/BgYM3pm.jpg

142. Add a warning stripe to base of ladder

http://i.imgur.com/x0CgYpX.jpg

Body Of The Many Level
-----------------------------------
143. Corpse's arm clips into crystal shard

http://i.imgur.com/pYZCH8w.jpg
144. In this room

http://i.imgur.com/Hcdg20T.jpg
no issue here

http://i.imgur.com/uWDFcCr.jpg

but object appears when viewed in opposite direction

http://i.imgur.com/Na3H3nf.jpg
145. Another instance - a dead rumbler showing max health

http://i.imgur.com/EW9tUgf.jpg

Where Am I? Level
---------------------------
146. Center this light on its wall, like adjacent ones

http://i.imgur.com/OR2MBus.jpg
 
Recreation Deck 5
--------------------------
147.Here

http://i.imgur.com/ZTcOT3O.jpg
pipe blinks in/out view

http://i.imgur.com/hHTg8Eh.jpg

and http://i.imgur.com/q4eC9gF.jpg


148. 2 of 4 corpses here are the same. Change 1 to a female

http://i.imgur.com/R8teNC0.jpg
149. For grav shafts here

http://i.imgur.com/IcWPY9O.jpg
texture should match grav shaft

http://i.imgur.com/wmvOmf3.jpg
150. For grav shafts here

http://i.imgur.com/v5oZoGY.jpg
texture should match grav shaft

http://i.imgur.com/YuDUIOG.jpg
151. Reposition light to match other one

http://i.imgur.com/nS9beWl.jpg

Command Deck - Level 6
------------------------------------
152. For this ceiling access shaft

http://i.imgur.com/1ie4JRF.jpg

a) Can some steam escape through access shaft opening?

http://i.imgur.com/k914fmF.jpg
b) When player triggers security camera, drop large and small spider from

shaft http://i.imgur.com/D8eJPIo.jpg


153. In mens and ladies showers, match this texture with the wall

http://i.imgur.com/9DEqK7i.jpg
154. Textures on these walls

http://i.imgur.com/tibX2Q5.jpg
don't match adjoining walls

http://i.imgur.com/IF16rMB.jpg

and http://i.imgur.com/2ssxE8p.jpg


155. For better aesthetics/design, add defective lights

http://i.imgur.com/6PsZPOg.jpg

and http://i.imgur.com/fEnwMnq.jpg


156. Adjust door's timing. With player distant, they close almost

immediately after opening

http://i.imgur.com/VFFLh4Q.jpg


Engineering Deck - Level 1
--------------------------------------
157. It's cold and I'm having trouble breathing here... OH my, this window

has a lower gap in it

http://i.imgur.com/HQ2JLUX.jpg


More issues are yet to be reported.

Here you go SCP Devs, a highly detailed feedback report on what issues

still need to be considered and fixed prior to the release of SS2 Beta 3.

Fix whatever you're capable of or want to fix now, and fix whatever can't

be fixed now, at a later date when you're capable of doing so.

Please take note of and/or track any issues that aren't fixable now

because they exist in a level that's not accessible/fixable at present,

but may be at a later date, when the level becomes.
« Last Edit: 30. May 2016, 19:12:37 by voodoo47 »

67407e42ac5d2System Shocked

67407e42ac62e
SS2 SCP Beta 2 Feedback Report #2
=================================

To reduce typing/document lengths, the words please and consider aren't stated, but are infered.

Medical Science - Deck 2
------------------------
1. For a more consistent design, change this wall's texture http://i.imgur.com/p0IrmG0.jpg to match opposite wall http://i.imgur.com/NQPLLM8.jpg
2. In this room http://i.imgur.com/qDjqL34.jpg
a) The raised floor's side textures not aligned with its top http://i.imgur.com/sizO5nE.jpg
b) Other 3 sides of raised floor use a different texture http://i.imgur.com/nc3xazI.jpg
3. Here http://i.imgur.com/I7RrUVO.jpg the ceiling textures are misaligned http://i.imgur.com/OZTHfPg.jpg
4. In this area
a) Here [url=http://i.imgur.com/8ljskFY.jpg]]http://i.imgur.com/8ljskFY.jpg]

a) Here http://i.imgur.com/8ljskFY.jpg manipulate textures so "full" tiles are displayed http://i.imgur.com/Kc4UnxQ.jpg
b) Center this light on its wall http://i.imgur.com/K8xRPmI.jpg
c) And also center this light on its wall http://i.imgur.com/kkSMv2L.jpg
5. Center this light on its angled wall http://i.imgur.com/zHzMgiq.jpg
6. In this room http://i.imgur.com/8dnkxK1.jpg
a) Change/align the ladder niche's rear texture to match the walls http://i.imgur.com/HixKz7d.jpg
b) Change walkway support's underside texture to match its sides http://i.imgur.com/TeOp6rD.jpg and top http://i.imgur.com/eYLEcxR.jpg
c) Pedestal's top/side textures are different/misaligned http://i.imgur.com/2eZuiCF.jpg and http://i.imgur.com/PtZeS0D.jpg
7. Here http://i.imgur.com/rhe2y4h.jpg upper computer console clips into lower one http://i.imgur.com/o09FL1k.jpg
8. Corpse http://i.imgur.com/TqEl8Y4.jpg fingers/boot clip & http://i.imgur.com/6dl7TuZ.jpg & http://i.imgur.com/oaTuqvG.jpg
9. Viewpoint changes shading on lower railing http://i.imgur.com/T8VCzv7.jpg and

http://i.imgur.com/oeaO7jZ.jpg

10. Here http://i.imgur.com/zvu1U0v.jpg light niche's side textures aren't aligned http://i.imgur.com/ouMNYon.jpg
11. At this location here http://i.imgur.com/KitHH0J.jpg
a) The light above the turret doesn't contact the wall http://i.imgur.com/jlr5pZl.jpg
b) Both "BIOPSY" signs have an odd line below them http://i.imgur.com/jxsjP3B.jpg
12. In this area http://i.imgur.com/2VXubUk.jpg
a) Oddly, this wall utilizes 2 different textures http://i.imgur.com/wFkGTq3.jpg. Extend lower wall texture to ceiling's apex http://i.imgur.com/mQiVTh0.jpg like adjoining corridor http://i.imgur.com/cTFXbM6.jpg
b) Behind grate http://i.imgur.com/6pWMAVJ.jpg texture doesn't match adjacent ones http://i.imgur.com/gdBUb7y.jpg
c) Textures need improved alignment along this seam http://i.imgur.com/bdN3vVj.jpg
13. For 2 ancilliary lights, orientation of niche's side textures differ http://i.imgur.com/8Erm848.jpg
14. Reposition "Surgical Unit", so player can easily navigate around it http://i.imgur.com/wmIiuz2.jpg
15. Here http://i.imgur.com/nQ2HasC.jpg change upper ceiling's texture to match 2 lower ceilings http://i.imgur.com/C0sCtHz.jpg
16. Missing/broken railing http://i.imgur.com/8J4j5nG.jpg should be represented below/elsewhere http://i.imgur.com/Uru89Kl.jpg
17. Half-measured light install http://i.imgur.com/ySNsWRc.jpg. Only lower part of light contacts door frame http://i.imgur.com/sN8rdUM.jpg - use a fluorescent light strip instead. 
18. Here http://i.imgur.com/i8RwNfY.jpg make bubblicious textures more complete than partial http://i.imgur.com/xUGENoa.jpg
19. Here http://i.imgur.com/gvYM0vx.jpg broken/missing railings should be represented somewhere http://i.imgur.com/0LELBlH.jpg
20. For consistency of connected rooms in this area http://i.imgur.com/hVKyTpM.jpg as done here http://i.imgur.com/PoRr3Qa.jpg use same ceiling texture for other connected rooms http://i.imgur.com/Uy14NMG.jpg and http://i.imgur.com/g1H7dIf.jpg
21. If not engine-related, extend same colored floor texture under the machinery http://i.imgur.com/UD63bPE.jpg
22. For these 2 alcoves http://i.imgur.com/cQTp8gO.jpg side textures align with wall on left one http://i.imgur.com/ljXXDlZ.jpg but not on right one http://i.imgur.com/RtLK99e.jpg
23. In this duct http://i.imgur.com/fTY8D63.jpg there are sections where wall/ceiling textures align http://i.imgur.com/e8C7d5j.jpg and sections where they don't http://i.imgur.com/gAAMPSj.jpg
24. Here http://i.imgur.com/Z0oQhUH.jpg adjust large object's position to fix glitch http://i.imgur.com/ybeD0Sk.jpg
25. Here http://i.imgur.com/4uWnEdE.jpg reposition clipping pipes or use smaller model http://i.imgur.com/cOZYqqu.jpg
26. Player can clip through upper container here http://i.imgur.com/IHxvmnp.jpg and http://i.imgur.com/jM4qBDo.jpg
27. Align textures above windows http://i.imgur.com/rgZTxa3.jpg to match other ones http://i.imgur.com/QmLHZXr.jpg
28. Can these floor textures be made to match? http://i.imgur.com/FICA4EI.jpg
29. From a ways back, a shotgun hybrid was stuck for quite a while, in a running motion, at the end of the railing here http://i.imgur.com/vwKWcuw.jpg and a little closer http://i.imgur.com/7MRBqsN.jpg. He was eventually able to free himself, but not until I was much closer and only after he took a couple of shots at me http://i.imgur.com/4x0wEnl.jpg. I played tag with him for a couple of minutes, at which point he got stuck in the same manner at the other end of the railing http://i.imgur.com/RTeirsU.jpg

Engineering - Deck 1
--------------------
25. Can't determine a legit reason why this panel is here http://i.imgur.com/SAJWpqx.jpg
26. In "AUX. STORAGE 4", center light on its ceiling http://i.imgur.com/EzxVbit.jpg
27. This door http://i.imgur.com/b58o8CS.jpg closes onto the player http://i.imgur.com/k1pmW6W.jpg
28. For ramps beyond this door http://i.imgur.com/PFA2F6H.jpg realign/reposition their textures http://i.imgur.com/G6IiDaB.jpg and http://i.imgur.com/zLgeTLM.jpg
29. Center this light on its ceiling [url=http://i.imgur.com/w6noe4v.jpg]]http://i.imgur.com/w6noe4v.jpg] on its ceiling http://i.imgur.com/w6noe4v.jpg

That's all that I could find. Do all that you can to improve SS2 Beta 2, in preparation for the release of SCP Beta 3!
« Last Edit: 27. February 2016, 10:46:26 by System Shocked »

67407e42aedd6ZylonBane

67407e42aee3b
8. Change this floor texture so it matches the with the connected rooms and hallway
http://i.imgur.com/ZuovIUs.jpg
This right here, among MANY other examples, is exactly the sort of OCD Rain Man shit we keep telling you gets violently ignored. In the above example, it is extremely obvious to any sane person that the level designer intentionally made the center room floor texture different to provide visual variety. Issues of this type are not flaws, are not mistakes, and are not getting changed.
67407e42af487
I'll guess you really need a bug tracker system.
So there will be individual feedback and nothing get's resubmitted because "you clearly missed something important last time" which in reality was just considered to be a false report.

It would also help me out. I tend to forget things and searching two pages back because I have some feeling lingering that there was something important is wasted time.

67407e42af5b3ZylonBane

67407e42af615
We already have a system for bug tracking, albeit not a "proper" bug tracking system. It's a bit late in the game for us to be switching systems now. You can be sure though that we'll make a note of any object modifications that need doing and communicate directly with you about them.

67407e42afaacRocketMan

67407e42afb04
Holy shit batman!  If you turn your head sideways and scroll through that post quickly it feels like getting anally raped with word dildos!  Please stop!
67407e42b2345
1. Here

http://i.imgur.com/8iBKwTI.jpg wire bundle positioned below ceiling

frame http://i.imgur.com/eIiX4TN.jpg

I don't see anything wrong with that. Looks very intentional to me.

As with most of the "consistency" and "continue" reports...
67407e42b2753
I want to express my gratitude to everybody involved for their continued commitment to this somewhat repetitive but reasonably funny comedy routine.
Acknowledged by: Colonel SFF
67407e42b28d7
I think I found a bug in the game or mod. No idea if this is a rare coincidence bug, because I never saw it happening before...
I just triggered an alarm with the first camera in game. I ran straight back to the security station to disable it, and as soon as I opened it the alarm was disabled, without any hacking and with 100 more seconds to go.
I have video proof because I was recording at that moment, if you'd need it. Modlist attached.
[modlist160323.png expired]
« Last Edit: 12. April 2016, 16:23:04 by Colonel SFF »
67407e42b29ff
Uhm, that always worked since the day SS2 was released. It's even mentioned in ZB's noob guide.

BTW, the Worms mod should be recognized properly unless you did something funny to it. Just thought I'd mention it.
Acknowledged by: Colonel SFF
67407e42b2b01
Yeah, security station stops alarm. Hacking it, stops triggering the alarm for some time.
67407e42b2e3e
Uhm, that always worked since the day SS2 was released. It's even mentioned in ZB's noob guide.

BTW, the Worms mod should be recognized properly unless you did something funny to it. Just thought I'd mention it.
How could I have missed that so far? Thanks. About the worms, I have no idea what's wrong. Folder structure is the same as with other mods.

67407e42b3815System Shocked

67407e42b386d
Recreation Deck 5
===============
1. Maintain same design/look on lower part of workstation http://i.imgur.com/EBBMemc.jpg and http://i.imgur.com/f8D7mja.jpg
2. In the Crew's area, match the inner side textures to the wall, like the other one in the room http://i.imgur.com/W31prrq.jpg

Command Deck 6 - Cargo Bay A & Shuttle Bays
======================================
3. In Cargo Bay A:
a) Large egg on upper floor floats http://i.imgur.com/SubFrte.jpg
b) Upper wall egg floats http://i.imgur.com/k0mNHaH.jpg and http://i.imgur.com/p9b42Nq.jpg. May have been previously reported.
4. In the two Shuttle Bays, the wall textures don't match in the recessed area for the ladders http://i.imgur.com/MQcMYbU.jpg and http://i.imgur.com/rFfE0Ty.jpg

Rickenbacker Decks
================
5. Player sometimes can't "auto" climb this ladder - seems there's a deadspot http://i.imgur.com/1UU3CWB.jpg
6. Positioning of lights on these raised platforms varies, at both ends. Center them on their surfaces http://i.imgur.com/5NRoUl3.jpg
7. Conduit box(es?) doesn't contact the wall http://i.imgur.com/8z62yOE.jpg
8. Add more detail to the view - maybe some venting gas http://i.imgur.com/WVacDnl.jpg
9. Two of these three computer panels don't contact the wall http://i.imgur.com/Si5rKJY.jpg
10. Reposition blood splatter to a more logical position where it makes more sense http://i.imgur.com/kPunacu.jpg
11. I previously reported that some of these four wall signs were floating. In fact, they are all floating http://i.imgur.com/puEe6pr.jpg

At Start Of Game & Med-Sci Areas
============================
12. Align the texture on the recessed wall with those of the two adjacent walls http://i.imgur.com/avog2nO.jpg
13. This door http://i.imgur.com/lRADa2s.jpg closes onto the player http://i.imgur.com/BhoBnEb.jpg
14. The same door doesn't adhere to most other normal door auto open-close mechanics http://i.imgur.com/E6mcn8t.jpg
15. Wedge light unnecessarily clips into the ceiling, Let it experience its full potential http://i.imgur.com/vR9wXaB.jpg
16. WHAT! HUH! The only time in the ENTIRE game this light is centered in its opening? WOW, this mechanic was established at the very start of the game, but sadly was never followed throughout the rest of it. PLEASE DO the rest of them http://i.imgur.com/WLnMW3p.jpg
17. Yet another door that closes onto the player http://i.imgur.com/wccjPCl.jpg and http://i.imgur.com/ofXgXVp.jpg
18. And yet another door that closes onto the player http://i.imgur.com/CmnpiBf.jpg and http://i.imgur.com/ZHXOAfc.jpg
19. This door doesn't auto-close like the other doors in the vicinity http://i.imgur.com/fPIWZrh.jpg
20. This wall sign has an inferior quality compared to the other area's wall signs http://i.imgur.com/qmCCLBZ.jpg
21. Yes, here's another door that closes onto the player http://i.imgur.com/6QOWd9j.jpg and http://i.imgur.com/ZPMJnsU.jpg.
Please take note that other similar doors during the player's acceptance sequences exhibit the same issue.
22. Player can clip through both ends of this large blast door http://i.imgur.com/1WwPN9M.jpg and http://i.imgur.com/LyE0LrM.jpg
23. Positioning of lights above doors in lower and upper areas, differs. Center them all on their doors http://i.imgur.com/jcnkHrx.jpg
24. The rear of this bench seat clips into the wall http://i.imgur.com/0nf4KQx.jpg
25. The floor textures are aligned here http://i.imgur.com/aFeHVNi.jpg
26. In this area, a wall sign floats and reposition pipes to conceal their clipping issues http://i.imgur.com/2GwhhoU.jpg
27. Arm of corpse clips into railing debris http://i.imgur.com/lriaNAz.jpg
28. Monkey observation cubicles have different ceiling light glows http://i.imgur.com/YsGRDJl.jpg
29. Position these two wedge lights at the same height http://i.imgur.com/UNwppBP.jpg
30. Reposition this plant so that a numerous number of its leaves don't clip into the wall http://i.imgur.com/eDoVjIe.jpg
31. Move this "Happy Hour" sign to where it's more noticeable/visible, and add one to upper loft area http://i.imgur.com/oEisbci.jpg
32. This room's many props are grouped too close together. Relocate the computer terminal http://i.imgur.com/3kDWgM0.jpg
33. Here are two card readers that don't contact their walls http://i.imgur.com/8bMQ63H.jpg and http://i.imgur.com/taQrpGQ.jpg
34. Texture line details on the underside of this computer console model change positions http://i.imgur.com/bXRK0Hf.jpg
35. This large red wall sign does not contact the wall http://i.imgur.com/oiHc5xi.jpg
36. Wall texture in the right recessed area isn't aligned with the wall texture, like left recessed area is http://i.imgur.com/CigH40C.jpg

===================================================
CLOSED - NO FURTHER ISSUES WILL BE ADDED TO THIS POST.
===================================================

Ciao for now.
« Last Edit: 09. April 2016, 12:04:38 by System Shocked »

67407e42b4037System Shocked

67407e42b408a
Engineering Deck A
================
1. This security control station panel floats. While fixing it, please center it on its wall http://i.imgur.com/3nRjUEJ.jpg
2. Player can't clip through these door end pieces http://i.imgur.com/kNqfYML.jpg but can with these http://i.imgur.com/YdElnve.jpg
3. Suggest moving this "SHUTTLE CONTROL" sign higher up to more positively ID its location http://i.imgur.com/US2sPEA.jpg
Maybe also adding a "COMMAND CONTROL" sign up here would make things a little clearer for the player, or place the appropriate orange floor signage at the base of the up-gravtube.
4. This important status panel has no description, and its rear doesn't show same activity as its front http://i.imgur.com/q3kvK7C.jpg
5. Another important system status control panel which has no description http://i.imgur.com/UkE9KiE.jpg

Hydroponics Deck A
=================
6. Put a full gap between these two desks to FINALLY eliminate their ongoing texture z-fighting issue http://i.imgur.com/V4YxnWv.jpg
7. This conduit panel does not contact the wall - it is floating http://i.imgur.com/4NCoE4e.jpg
8. These two caution signs are too low - consider raising them. Also, the right sign floats http://i.imgur.com/W5HLCKS.jpg
9. Wall textures here don't match http://i.imgur.com/38wdF5m.jpg
10. Raise these two lights to match others in connecting corridors and adjacent areas/rooms http://i.imgur.com/DQFzBcP.jpg
11. If doable, add safety warning stripes to this ramp to match other nearby ramp http://i.imgur.com/eAIjpkL.jpg
12. For symmetry and to improve a design detail, lower pipe to same height as other pipe in corridor http://i.imgur.com/vtKFQHx.jpg
13. These two lights don't contact their surfaces http://i.imgur.com/YDy3ZIj.jpg
14. A good portion of the rear of this bench seat clips into the wall http://i.imgur.com/9PCZXA8.jpg
15. If doable, add these missing textures:
a) Here, at the upper part of these walls http://i.imgur.com/4BH7Qg9.jpg
b) And here, in this office's lower corner http://i.imgur.com/upgTxe9.jpg
16. Try and align this texture here with the adjacent ones http://i.imgur.com/7JRu0Ty.jpg
17. There are problems in these two connecting rooms http://i.imgur.com/RJFTuBS.jpg as follows:
a) Can these textures, and two more instances in the connecting room, be aligned? http://i.imgur.com/uMpHf2e.jpg
b) Move this desk out and away from the wall to fix its clipping data display hood http://i.imgur.com/ZB1Cyph.jpg
18. Several corridors in this area have numerous misaligned wall textures - can these be corrected? http://i.imgur.com/3c3snPY.jpg
19. Center this light above the door, to match the other light/door combo that's in the SAME corridor http://i.imgur.com/v0rDMQ7.jpg
20. Likewise, center this light above the door, to match the light/door combo at the room's other end http://i.imgur.com/6fPVzBT.jpg
21. Extend the safety warning stripes to the end of ramp's lower corridor, as done at the ramp's top http://i.imgur.com/QOJFVYM.jpg
22. A severed arm MUST have some blood decals/pooling - add what's appropriate http://i.imgur.com/t4AUnpU.jpg
23. Corridor has a "Restricted Area - No Admittance" sign, so add a matching one to opposite corridor http://i.imgur.com/VfThTKF.jpg
24. This pool area http://i.imgur.com/sxY1Qsa.jpg has a few problems, as shown below:
a) Design wise, raise the water spout and computer console well above the pool's max water height http://i.imgur.com/xq6DHDI.jpg
b) Add a matching warning wall sign to an opposite side wall of the room http://i.imgur.com/zmthinR.jpg
25. Add a plausibly reason for existence of this ladder. Extend it to the ceiling and add a locked hatch http://i.imgur.com/ccSEEiy.jpg
26. There are already SIX yellow vats in this area where steam is escaping from their lower pedestals. So how about changing one yellow vat where the steam escapes from an upper region? http://i.imgur.com/X1JRwLQ.jpg
27. Lower the lights on either side of this support column to a height that makes MORE sense http://i.imgur.com/OAuJXQ2.jpg
28. Please correct these grossly aligned textures http://i.imgur.com/BNxjMCx.jpg

========================================================================
CLOSED ON FRIDAY, APRIL 15/16 - NO FURTHER ISSUES WILL BE ADDED TO THIS POST.
========================================================================

Ciao for now.
« Last Edit: 15. April 2016, 13:10:13 by System Shocked »

67407e42b4288System Shocked

67407e42b42d8
I've been submitting a massive amount of feedback issues over the last few years, and keeping track of what I've submitted and when is very difficult to keep track off. Early on, I found myself constantly stumbling over the many legitimate issues in SS2, and their untimely corrections. I've warned of possible multiple same-issue submissions, and you Devs have commented that indeed the same issues have been previously submitted, in some cases more than once. This really is a result of the SCP releases occurring once a year, typically at Halloween. That means that the most simplistic updates can take a year to be included in the latest SCP release, which is way too long.

Being that the SCP is at a Beta 2 release, and the massive amount of feedback that you've received (mostly from myself), I'd like to suggest that interim SCP graphical updates be released in between the yearly Halloween updates, to eliminate/reduce multiple repeated submission of issues. The SCP is hindered by the lack of full access to presently stripped levels. Finding a way to incorporate fixes for the more difficult issues into the affected levels and adding any new technical features and engine improvements should continue to be part of the yearly SCP update, for now. For everything else, that's more of a simplistic nature, releasing minor updates throughout the rest of the year seems more efficient and potentially less confusing/inefficient, for all concerned parties.

Will the same course be followed in the immediate future, or are their changes in the offing?
« Last Edit: 13. April 2016, 16:35:28 by System Shocked »

67407e42b4494System Shocked

67407e42b44e0
It seems that you haven't worried enough, concerning those in the ongoing deep support of improving SS2. I recognize that some of you Devs are commited to other large non-SS2 projects, but at this stage, do you still need to rely on yearly SS2 updates?
« Last Edit: 09. April 2016, 20:39:52 by System Shocked »

67407e42b45d7voodoo47

67407e42b4627
again, let us worry about that.

a SCP update is never late - it arrives exactly when it's meant to.

67407e42b46daSystem Shocked

67407e42b4726
If the next SCP update beyond Halloween 2016 doesn't occur before May 2017, you Devs have drastically dropped the timely development ball.

67407e42b47bfZylonBane

67407e42b480d
Here's how much we care what you think:

67407e42b4964System Shocked

67407e42b49b1
Hey voodoo47,

I don't want to be a nag, but a lack of basic repeated support has led me to state this post: 
1. So I reported that many doors close onto players in SCP Beta 1. Why is it that I find even more doors close onto players in SCP Beta 2? When a noticeable trend is reported, do the Devs not focus on identifying additional occurrences in their future playthroughs, and then fix them?
2. So I reported that many art display panels don't contact their walls in SCP Beta 1. Why is it that I find even more art display panels floating in SCP Beta 2? When a noticeable trend is reported, do the Devs not focus on identifying additional occurrences in their future playthroughs and then fix them?

I expect that when a recurring problem is reported, that the Devs would lookout for any additional instances in their future playthroughs, in order to correct them.
« Last Edit: 10. April 2016, 00:04:31 by System Shocked »
1 Guest is here.
This is it!!! I dont care if I've said that 642 times over the past years. This is it!
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