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Topic: SCP Beta 4 Issue Reporting
Page: « 1 ... 33 [34] 35 ... 41 »
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6744071a43446ZylonBane

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Good catch. Since that crystal shard is inside a container, I'm guessing the original mapper didn't know how to trigger an email from a frob.

6744071a43764sarge945

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The Corpses containing Toxin-A vials use the NVTrap script, so my guess is vanilla didn't handle this case at all for anything

6744071a43badsarge945

Re: SS2 list of broken and lowpoly objects that need fixing
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And as long as I'm looking at models that use this texture, there's this bench:



It has a couple of issues. First, the seat texture being too stretched so it doesn't meet the back correctly, and second, the arm rest geometry on one side intersecting the seat back. It looks like there's some extra space between the arm rest and the seat on the other side, so probably the seats just need to be shifted over a bit.

Speaking of that bench....

for physics it is essentially a big box (using OBB?, I don't know a huge deal about Dark physics), and as a result of this, throwing items onto it will make them float above the chair.

I first noticed this when trying to place objects on top of these chairs for the randomiser mod, but I feel like PCs are now powerful enough that we should be able to actually throw items onto chairs and not have them look weird.

Any chance the physics of these will be updated?

6744071a43cc9ZylonBane

Re: Re: SS2 list of broken and lowpoly objects that need fixing
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Update the physics to what? The Dark Engine only supports one box or two sphere physics models per object.

6744071a43e68voodoo47

Re: Re: SS2 list of broken and lowpoly objects that need fixing
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the boxy design means you could attach additional markers with physics to make the collisions much more accurate, but that is a can of worms that probably shouldn't be opened.
[physmore.jpg expired]

6744071a43fa2Vegoraptor

Re: Re: SS2 list of broken and lowpoly objects that need fixing
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Why stick with one object, when you could have two half objects instead?

6744071a44083ZylonBane

Re: Re: SS2 list of broken and lowpoly objects that need fixing
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Are you volunteering to go through the entire game and manually adjust the physics on dozens of bench objects?

6744071a441e8voodoo47

Re: Re: SS2 list of broken and lowpoly objects that need fixing
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hmm.. lets see.. now that I think about it, pretty sure there are just a couple dozens of concretes around the maps or even less, and once I have the proper phys attachment sizes and offsets figured out, tacking them onto the benches is trivial - I could even rig them up in the gamesys and spawn everything on sim start.

ok, whatever, lets do it, sometimes you just gotta have fun.

6744071a442ceZylonBane

Re: Re: SS2 list of broken and lowpoly objects that need fixing
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And all this mess, Sarge, is why we bring things up in the appropriate topic.

6744071a443b3sarge945

Re: Re: SS2 list of broken and lowpoly objects that need fixing
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Does weird physics count as a broken object that needs fixing?

It's at least tangentially relevant to the topic.

6744071a444a5voodoo47

Re: Re: SS2 list of broken and lowpoly objects that need fixing
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to make it simple, if the object is visually broken, it's this topic, if it's doing something it shouldn't ingame, then it's SCP.

6744071a4457fZylonBane

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All is once again right with the world.

6744071a44721ZylonBane

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So I was image searching for reception desks, looking for ways to refine the somewhat abstract looking desks in SS2 without fundamentally changing their designs, when I found this:



This literally looks like something tossed together in DromEd in 30 seconds with grid snap disabled, but it's a real desk you can buy.

I guess SS2 was just ahead of its time!

6744071a44a3asarge945

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I guess SS2 was just ahead of its time!

Furniture trends in general have been extremely awful for at least the last 2 decades, so it's not too far fetched that the very barebones design of SS2 would fit. Especially when it's all being made by a faceless corporation that really doesn't care about the comfort or morale of it's employees.

It makes sense - after all, in a modern office environment, we don't want anything with heart or soul, that might give the workers too much morale. Much better to have boring, lifeless furniture and just stick a motivational poster on the wall to cheer everyone up.

The work areas in SS2 in general seem extremely depressing. Imagine working on the same desk with the same 4 walls day in day out, a lot of rooms don't even have a window looking into space, or a poster, or even a pot plant. Depression must have been quite rampant on the Von Braun, even before the disaster.

6744071a44bacNameless Voice

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Nah, if corporations can improve morale by spending a little bit of money on a fancier desk, they'd much rather do that than give their employees a decent pay rise.  A desk only costs money once, it's cheaper.

6744071a44c8csarge945

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In Hydro 1, teleport trap 136 generally results in worms getting stuck under corpse 98

6744071a44d6bZylonBane

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That corpse doesn't have a physics model, so it's impossible for anything to get stuck on, under, or around it.

6744071a44eb7sarge945

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Small issue, probably not worth fixing

Audio Log 1125 in ops2 doesn't inherit from Manifest (-2155) like the rest of them do.

As a result, it's look string says "An Audio Log: Chemical Manifest" rather than "A Chemical Manifest Log"
Acknowledged by 2 members: ZylonBane, voodoo47
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Would it be viable to make it so when OS upgrade stations are used, their blue DNA thingie disappears and its screen goes dark?

6744071a450c8ZylonBane

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Screens going dark after a single-use device has been used is not part of SS2's visual vocabulary.

I did notice though that trainers/OS upgrade machines have no activation sound. Would be easy to apply the same activation sound used by wall computers (infocomps, security, etc.). Thoughts?

6744071a45756sarge945

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Screens going dark after a single-use device has been used is not part of SS2's visual vocabulary.

The only things I can think of that fit this category are various quest terminals (the engine nacelle computers, fluidics control, etc), where the screens change to a different image once frobbed to indicate change. This happens in most cases and always looks nice.

The only other example I can think of for a "single use" object not changing state visually is keypads, and maybe they should, like a green "Unlocked" message appearing over the keypad itself, since frobbing it simply activates it's linked object at that point, which is only really marginally useful for reopening doors occasionally.

It seems like their design was "if it literally can't be frobbed again, change the graphic to indicate we're finished with it. If it can technically still be frobbed, don't change anything", which to me seems strange because even though you can technically frob keypads and O/S stations over and over again, it usually makes little sense to do so, and the distinction seems pointless. I feel like the design philosophy of "if there's no good reason to frob it again, or it can't be frobbed again, change the graphic to indicate we're 'finished' with it, otherwise, don't change anything." makes a lot more sense and is a lot more consistent.

Changing the O/S upgrade screen to say something else (such as a red version or a version with "acquired" text displayed over the top of the logo) would fit in quite nicely, in my opinion. I don't like the idea of a black screen (would definitely look out of place), but love the idea of a "done" graphic. If you were going to change the graphic, the piece of metal that sticks out when moving near it should also no longer move and should stay in the upright position.

Also, and this is admittedly a VERY weak point to bring up, but I feel like making O/S Upgrade stations change when used fits better with modern game user experience design philosophy. I understand that SS2 is not a modern game, and changing things for the sake of changing things is not really a good reason to do anything, but I feel like it's a nice bonus to make things slightly more streamlined for newer players who might be playing for the first time (especially after the success of the SS remake, which might encourage some people to play the sequel). Changing the screen to some graphic to indicate the state change sends a very clear message that this station serves no more purpose and can now be ignored, without needing to explain that through the MFD, leaving the MFD page for the particularly stupid/curious gamers who frob it again once it's used.

Extension of that idea: What if O/S upgrade stations also became unfrobbable once taken? The "You have already upgraded your O/S at this machine" message seems redundant since other things (like the command control hardware override slot) simply don't work anymore once you're finished with them, and there's no reason to ever frob O/S machines again.

I did notice though that trainers/OS upgrade machines have no activation sound. Would be easy to apply the same activation sound used by wall computers (infocomps, security, etc.). Thoughts?

This sounds like a good idea.
« Last Edit: 11. July 2023, 08:31:30 by sarge945 »
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Found an issue with a graphic for the career options.
Acknowledged by: Nameless Voice

6744071a45c4fRoSoDude

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Poliedes is also spelled differently in the overhead text graphic compared with the career summary you get when picking it.
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