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9 Guests are here.
 

Topic: SCP Beta 4 Issue Reporting
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67442d42686b1sarge945

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And here I was thinking Goggles spent a year doing pilates!
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The tram windows' mysterious properties...
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67442d4268953voodoo47

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the tram from hell should be all fixed in b5.
Acknowledged by: bombum

67442d4268b1eZylonBane

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Fun fact: The reason the elevator from Recreation deck to Command doesn't "elevator" items dropped in it is because the elevator orientation on Command is rotated 90 degrees from the one on Rec.
Code: [Select]
Recreation:
+--------+
|        |
|        |
+--    --+

Command:
+------+
|      |
|     
|     
|      |
+------+
So anything dropped along the left and right walls of the Rec elevator ends up outside the Command elevator, and likewise for the top and bottom walls of the Command elevator when going back to Rec.

The only way to make object elevatoring work somewhat correctly between these two elevators would be to make them both square. Which I've tried, and it looks fine, but it is a very noticeable change.

67442d4268bf9sarge945

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just rotate the entire command map by 90 degrees  XD

67442d4268d4dZylonBane

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Found this interesting unused model in the game files. I'm thinking about maybe scattering a couple of them around the ship as non-functional decorative objects, but if I do that it'll need a name for when players look at it.



So, what is this? Or rather, what useless sci-fi gadget could it be?

67442d4268e27voodoo47

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uhh.. SS2 version of a cat transporter box?
Acknowledged by: datiswous
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I feel since it's big and on the ground, that you should be careful where you place it, to not alter level terrain too much.

Not all technology in ss2 has actual names. In the garden on rec there is literally stuff that says "some machinery" when centered. Could put "some device" in there. I think this could be a better option actually since an actual name could make people think this was official and base their ideas about how the ship works on it. When it wouldn't be, it'd be fanon

67442d4269035voodoo47

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"a futuristic cat transporter box with a bit of tiny air duct and nanite container wires sticking out of it"

67442d42692faRoarkes

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"a futuristic cat transporter box with a bit of tiny air duct and nanite container wires sticking out of it"

A "safe" Schrödinger's cat ?

67442d426953asarge945

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ZylonBane
it's obviously the new, more futuristic reployer
Acknowledged by: bombum

67442d4269786ZylonBane

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Should movie posters say "A movie poster" at the top of the screen when you look at them? No other signs identify in the HUD when looked at, but movie posters aren't really signs, are they.

67442d4269889ZylonBane

Acknowledged by 2 members: Salk, Chandlermaki

67442d4269976sarge945

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I still think the cinema would look better with one of those big full-sized posters that you can stand in front of, but I do like seeing areas get spiced up like this.

67442d4269eaeZylonBane

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Hydro deck lighting getting overhauled to look closer to vanilla. A 100% match is impossible since the level ambient is no longer zero (to match all the other maps), and 32-bit lighting inherently makes things look a bit different, but we're getting as close as we can.

Acknowledged by 5 members: Nameless Voice, Chandlermaki, RoSoDude, sarge945, bombum

67442d426a009sarge945

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The colours don't have to be exact. I think the issue is that in B4 most of the colours were washed out against the default grey. With B5 that doesn't seem to be an issue, the map has colour again.

I feel like Ops could do with something like this too, as it tends to look very boring, just grey corridoor after grey corridoor, despite having plenty of actual light sources.

67442d426a0ffZylonBane

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The Ops deck lighting in SCP looks almost exactly like it does in vanilla. There are no colored lights to fix. It's grey and boring because Irrational made it grey and boring.

67442d426a204sarge945

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Yes. Maybe they shouldn't have made it so boring, is my point. I'm not asking for a total deck overhaul but a few more coloured lights here and there could do wonders for how boring the deck is.

Although Ops might be a bit less boring now that Hydro is a bit less grey, and it comes right after.

67442d426a48dZylonBane

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I feel like Ops could do with something like this too
In this context, "this" is restoring the colors to how they originally looked, NOT adding colors where colors never existed.

67442d426a573sarge945

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Sometimes I feel like you intentionally go out of your way to misunderstand people

67442d426a7c1ZylonBane

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I'm curious how other people feel about the transparency on the amber hanging light fixtures. While transparency is usually a Cool Thing, on these light fixtures I've never cared for it, for several reasons:
  • It's inconsistent with all the other light models. Only the amber lights have transparency, for no particular reason.
  • Real light fixtures with transparent shades allow you to see the bulb and other hardware inside, but the SS2 model just has blank insides. It kind of makes the model look unfinished or half-assed.
  • It makes the fixture look strangely dim even when it's emitting a strong light.

So as an experiment, I've tried making them opaque. Should be compatible with the mod manager.


I'll admit having a "this isn't exactly what I'm used to" reaction, which makes sense considering I've been looking at these things for 20 years. But I think I could very easily get used to and prefer this. I don't think a newcomer to SS2 would have any problem with it at all.

If anyone would like to try this for themselves, the modified files are attached. Should work with the mod manager.
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