67477aeb38617

67477aeb39974
2 Guests are here.
 

Topic: SCP Beta 4 Issue Reporting
Page: « 1 ... 9 [10] 11 ... 41 »
Read 87048 times  

67477aeb3a200
The skeleton setup sadly is hard coded into the engine. So it's not possible to do it like that.

67477aeb3a29flastonearound

67477aeb3a2f2
It is a shame. It would have been nice.
67477aeb3a40c
I've probably would have done a number of things already. But right now it's a big pain to edit animations. Over at TTLG Pinkdot made a plugin to edit animations for 3dmax. That makes it a lot better, but I don't use 3dmax and don't feel the urge to do it.

67477aeb3a65aZylonBane

67477aeb3a6a3
Dark doesn't have any concept of jaw articulation. You get limbs and that's it.

67477aeb3a73dlastonearound

67477aeb3a78a
Again, it is a shame that there isn't a workaround for it as it would have been a great improvement. Not a big loss though.

67477aeb3ab42nithelyth

67477aeb3aba2
Part of SCP has been dressing up some of the more obviously rushed areas of the game that just look like big empty boxes. But it's tricky avoiding going too far and ending up in the Deus Ex Revision zone, which is why I'd like some second opinions on what I'm currently doing with the Command deck shuttle bays. Here's the before and after.

Vanilla:


SCP Beta 5:


The intent here is to visually bring the Command shuttle bays in line with the training station and Engineering shuttle bays. Too much? Not enough?

I LOVE the shuttle bay changes a lot.. will the shuttle bay on engineering deck altered accordingly as well? It always bothered me since my first playthrough back in 1999 or 2000 when i came across the first shuttle bay.. it just doesnt look believable at all.
 
Personally i don't find the concept of permanent force field opening in the hangar realistic or believable at all, it would be much much better to have a solid (double-doored) bulkhead instead; a force field at shuttle bay opening aboard the von braun would be too much energy-consuming over time. it's an interstellar space ship on a long distance journey; how often would the send out a shuttle? as far as we know only once they arrive at tau ceti..
 
Could you maybe add physical bulkhead instead? i imagined even a kind of railsystem or so as well to deliver the shuttle into the opening..  : )
67477aeb3acff
ZB, the changes you've made make that bay much more believable. I'd say definitely keep the changes.

67477aeb3ae22voodoo47

67477aeb3ae6b
shuttle bays using just force fields when the starship is stationary/not in combat/not in hyperpace is pretty common in sci-fi (with some external doors closing if it is), so no plans for changes there (from the immersion perspective, the purpose of such an area is to show the player a chunk of space, making them feel like they really are on a space ship, so this is very intentional).
67477aeb3afab
Come to think of it, how accurate is SS2's visual depiction of space? Would real space (i.e. as viewed from a small room full of oxygen/nitrogen/whatever, but let's ignore any changes to the image made by the force-field 'door') be black (stars and other features aside), or a very dark shade of blue, would other very distant but visible galaxies or whatever really be orange or purple or whatever, and so on? Do we have any amateur astronomers on here who can tell or show (via say real photographs of space taken from satellites) us what Goggles would really see from the ship's windows?

67477aeb3b043voodoo47

67477aeb3b08f
the SCP/SHTUP depiction should be fairly accurate.

67477aeb3b1d1Vegoraptor

67477aeb3b21a
Well...
Space is in truth rather colorful, but it is a matter of contrast first and foremost. Most pictures you get from satellites are filtered and enhanced in some way or another, be it to highlight scientifically relevant characteristics, or just to make them more appealing to the public. Most importantly, though, most of the light would be waaay too dim to make out while standing inside a brightly illuminated room like the bays. What you probably would get is a view not too different from when you just look out of your window, minus the twinkling.

67477aeb3b4b8RocketMan

67477aeb3b50e
... and minus the 100 miles of atmosphere

67477aeb3b5edVegoraptor

67477aeb3b637
... that have surprisingly little effect aside from the aforementioned distortion, at least in the visible spectrum, since all the atmospheric gases are either transparent or in low enough concentration for them to not really matter. The only component significantly hindering visibility would be water, I reckon, at least when you are talking about looking out of a bright room with more or less standard human vision. Telescopes on pitch black plateaus are a different matter entirely.
« Last Edit: 19. May 2019, 15:51:37 by Vegoraptor »

67477aeb3b6f8RocketMan

67477aeb3b742
I was just referring to the atmosphere's unfortunate ability to scatter light, which leads not only to the distortion you mentioned but also to the "fluorescent light diffuser" characteristic it has to make the night sky carry more brightness than it should due to light contamination elsewhere like some nearby city. 

67477aeb3b808RocketMan

67477aeb3b856
Music doesn't appear to trigger all that well on Command.  Whenever the opening loop triggers it failed to follow into the beet loops and just trailed off like it got an abort command or something.  I didn't have this problem on any other level. 

67477aeb3b937RocketMan

67477aeb3b9d8
... also the vagina room with the aquarium in it on Many is too hard to find.  I couldn't even find it in ShockED.  I suggest putting a detour sign there or something so I can people can find it.  I'm still looking for it as we speak.  Will update when located !

67477aeb3babdvoodoo47

67477aeb3bb08
that reminds me, I always wanted the vag room to actually pop eggs every once in the while, so players unwise enough to not hoard healing items throughout the game could farm glands as an alternative. basically, each vag (which actually is called an Egg Depositor, so the intention is fairly clear) would have an egg right under it, and spawn another after a while (and when the player is not looking) provided its original egg has been destroyed.

the room would need a slight redesign, adding a nesting place under each depositor.

67477aeb3bbd5ZylonBane

67477aeb3bc29
I am completely against egg respawning. Something like that might work on the Von Braun levels, but BotM is a linear experience. Fight to the end, no backtracking, no farming.

BTW, I'm pretty sure "Egg Depositor" is an SCP addition. I don't think they have look strings in vanilla.

67477aeb3bcddvoodoo47

67477aeb3bd26
checked with vanilla, it still is "Egg Depositor" (the name of the object archetype). so they were probably planning to do something there. anyway, not too important, I'll live with or without respawnig eggs.

for a while, anyway.

67477aeb3bdd3RocketMan

67477aeb3be25
So now that I'm not drunk... where's the room we're talking about?  I have a feeling it's not the same one I'm thinking of.  Marvin knows the room.  It had an aquarium in it.

67477aeb3beaaZylonBane

67477aeb3bef3
There are no smegging aquariums in SS2.

67477aeb3bf9avoodoo47

67477aeb3bfee
jump to botm object 110. there are some weird water brushes flowing behind membranes in the very same room, "aquariums".

67477aeb3c0d8ZylonBane

67477aeb3c123
Riiiight, <Dr. Evil air quotes>aquariums</>.
2 Guests are here.
hilarity ensues
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67477aeb3cf89