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Mod News System Shock 2 Community Patch Released

Infinitron

I post news
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Joined
Jan 28, 2011
Messages
97,445
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Irrational Games; Looking Glass Studios; System Shock 2

For many years, System Shock 2 players who wanted an optimal gameplay experience have had to make due with the ancient "Anomalies, Discrepancies and outright Bugs" (ADaOB) mod, which besides fixing various bugs, also introduced possibly unwelcome balancing changes to the game. Well, this morning that era finally came to an end. After a long time in development, the members of the prestigious System Shock 2 modding community over at systemshock.org have released the System Shock 2 Community Patch, commonly known as the SCP, which aims to provide the most faithful and definitive bug-free SS2 experience. Here's the description:

SCP is intended to serve as an unofficial patch for System Shock 2 that delivers an authentic but also highly polished SS2 gameplay experience—hopefully approximating the form SS2 would have taken if Irrational had had a few more months to work on it before release. All changes have been made with the intent of respecting Irrational’s original vision. The other goal of SCP is to upgrade SS2 to take advantage of the enhanced graphical features of the NewDark engine in those ways that are beyond the means of standalone mods.

The guiding principle for SCP has been that SS2’s gameplay is fine as-is, and that its greatest strength is immersion—its ability to make players feel like they’re really trapped on board the Von Braun with all its horrors. So while we’ve tweaked game systems and made adjustments to the level geometry, the goal hasn’t been balancing gameplay, but rather eliminating those things that don’t make sense to the point that they take you out of the game. Anything illogical, gamey, or otherwise immersion-breaking, we’ve tried to correct.

SCP requires System Shock 2 patched to version 2.43 (NewDark) or higher.

Also included is a preview version of SHTUP-ND, highly recommended for use with SCP.

Download Here (please try these links first)
SCP_beta1.7z
SHTUP-ND_beta0.7z
Congratulations to voodoo47, ZylonBane, and all the other contributors. For other essential System Shock 2 mods, including graphics and audio improvements, I recommend taking a look at their excellent Newbie Modding Guide.
 

Jaesun

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That's awesome. I've played once with ADaOB, and while interesting I hated most of the changes it has in it. And sadly it was the only "patch" that actually did fix some very broken stuff. Glad to see we can now have just a mainly Bug Fix patch now. :salute:
 

Roguey

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The guiding principle for SCP has been that SS2’s gameplay is fine as-is
:lol:

Anything...gamey, or otherwise immersion-breaking, we’ve tried to correct.

Subjective modder shit, not an actual patch. When I played SS2 earlier this year I didn't run into any noticeable bugs, so this is entirely unnecessary.
 

Infinitron

I post news
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Joined
Jan 28, 2011
Messages
97,445
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The guiding principle for SCP has been that SS2’s gameplay is fine as-is
:lol:

Anything...gamey, or otherwise immersion-breaking, we’ve tried to correct.

Subjective modder shit, not an actual patch. When I played SS2 earlier this year I didn't run into any noticeable bugs, so this is entirely unnecessary.

SCP Readme:

System Shock 2 Community Patch (SCP)

Beta 1 — October 31, 2014


Table of Contents

About

BetaHYPERLINK \l "h.7sptmoei5ere"HYPERLINK \l "h.7sptmoei5ere"ReleaseHYPERLINK \l "h.7sptmoei5ere"HYPERLINK \l "h.7sptmoei5ere"Notes

RequirementsHYPERLINK \l "h.503lynkcqz6"HYPERLINK \l "h.503lynkcqz6"andHYPERLINK \l "h.503lynkcqz6"HYPERLINK \l "h.503lynkcqz6"Installation

Credits

SpoilerHYPERLINK \l "h.h5zmfewauv9p"-HYPERLINK \l "h.h5zmfewauv9p"FreeHYPERLINK \l "h.h5zmfewauv9p"HYPERLINK \l "h.h5zmfewauv9p"ListHYPERLINK \l "h.h5zmfewauv9p"HYPERLINK \l "h.h5zmfewauv9p"ofHYPERLINK \l "h.h5zmfewauv9p"HYPERLINK \l "h.h5zmfewauv9p"Changes

SpoilerificHYPERLINK \l "h.kbgy6glygd7z"HYPERLINK \l "h.kbgy6glygd7z"ListHYPERLINK \l "h.kbgy6glygd7z"HYPERLINK \l "h.kbgy6glygd7z"ofHYPERLINK \l "h.kbgy6glygd7z"HYPERLINK \l "h.kbgy6glygd7z"Changes

GameplayHYPERLINK \l "h.dcr3mg2vyamn"HYPERLINK \l "h.dcr3mg2vyamn"Changes

CosmeticHYPERLINK \l "h.n0vc9mg8mrol"HYPERLINK \l "h.n0vc9mg8mrol"Changes

MapHYPERLINK \l "h.e1wiyt7y5cb1"-HYPERLINK \l "h.e1wiyt7y5cb1"SpecificHYPERLINK \l "h.e1wiyt7y5cb1"HYPERLINK \l "h.e1wiyt7y5cb1"Changes

Earth

SpaceHYPERLINK \l "h.nm1cue3ay4t4"HYPERLINK \l "h.nm1cue3ay4t4"Station

EngineeringHYPERLINK \l "h.66flrd4g9vjb"HYPERLINK \l "h.66flrd4g9vjb"Deck

MedHYPERLINK \l "h.rgbphyqy35a3"/HYPERLINK \l "h.rgbphyqy35a3"SciHYPERLINK \l "h.rgbphyqy35a3"HYPERLINK \l "h.rgbphyqy35a3"Deck

HydroponicsHYPERLINK \l "h.gakf6q3lmeur"HYPERLINK \l "h.gakf6q3lmeur"Deck

OperationsHYPERLINK \l "h.i87m2r3etcx1"HYPERLINK \l "h.i87m2r3etcx1"Deck

RecreationHYPERLINK \l "h.o55mwanwvljs"HYPERLINK \l "h.o55mwanwvljs"Deck

CommandHYPERLINK \l "h.386krpu0izb2"HYPERLINK \l "h.386krpu0izb2"Deck

UNNHYPERLINK \l "h.f7zg9z2jxh78"HYPERLINK \l "h.f7zg9z2jxh78"Rickenbacker

BodyHYPERLINK \l "h.3qxdtmzve6w"HYPERLINK \l "h.3qxdtmzve6w"ofHYPERLINK \l "h.3qxdtmzve6w"HYPERLINK \l "h.3qxdtmzve6w"TheHYPERLINK \l "h.3qxdtmzve6w"HYPERLINK \l "h.3qxdtmzve6w"Many

WhereHYPERLINK \l "h.9r2yp8tl6auk"HYPERLINK \l "h.9r2yp8tl6auk"AmHYPERLINK \l "h.9r2yp8tl6auk"HYPERLINK \l "h.9r2yp8tl6auk"IHYPERLINK \l "h.9r2yp8tl6auk"?

KnownHYPERLINK \l "h.14h60kmayoke"HYPERLINK \l "h.14h60kmayoke"Issues

Modding


About
SCP is intended to serve as an unofficial patch for System Shock 2 that delivers an authentic but also highly polished SS2 gameplay experience—hopefully approximating the form SS2 would have taken if Irrational had had a few more months to work on it before release. All changes have been made with the intent of respecting Irrational’s original vision. The other goal of SCP is to upgrade SS2 to take advantage of the enhanced graphical features of the NewDark engine in those ways that are beyond the means of standalone mods.


The guiding principle for SCP has been that SS2’s gameplay is fine as-is, and that its greatest strength is immersion—its ability to make players feel like they’re really trapped on board the Von Braun with all its horrors. So while we’ve tweaked game systems and made adjustments to the level geometry, the goal hasn’t been balancing gameplay, but rather eliminating those things that don’t make sense to the point that they take you out of the game. Anything illogical, gamey, or otherwise immersion-breaking, we’ve tried to correct.


Beta Release Notes
This is a beta release, so it includes a few alterations that we’re not entirely certain people will like. Many of these changes probably don’t belong in a “purist” patch, and may in the future be moved to a separate “enhanced” patch. They are included in this release so we can gather feedback on them.


This beta 1 release includes a manual reconstruction of the map eng2.mis (part 2 of Engineering deck), formerly only available in uneditable “stripped” form. Please scrutinize the heck out of it.


A very silly hidden area has been added to the Earth map. Can you find it?


Requirements and Installation
SCP requires a retail copy of System Shock 2, patched to version 2.43 (NewDark) or higher. To ensure that you’re running the most current version, use SS2Tool to make a new installation. SS2Tool is available here: httpsHYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"://HYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"wwwHYPERLINK "https://www.systemshock.org/index.php?topic=4141.0".HYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"systemshockHYPERLINK "https://www.systemshock.org/index.php?topic=4141.0".HYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"orgHYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"/HYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"indexHYPERLINK "https://www.systemshock.org/index.php?topic=4141.0".HYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"phpHYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"?HYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"topicHYPERLINK "https://www.systemshock.org/index.php?topic=4141.0"=4141.0


Hardware requirements are slightly higher because of the better lighting and enhanced effects. If your netbook was struggling when running vanilla, it will struggle more with SCP.


SCP should be installed as a standard SS2 mod. For SS2 mod installation instructions, see here:

httpsHYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"://HYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"wwwHYPERLINK "https://www.systemshock.org/index.php?topic=4447.0".HYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"systemshockHYPERLINK "https://www.systemshock.org/index.php?topic=4447.0".HYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"orgHYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"/HYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"indexHYPERLINK "https://www.systemshock.org/index.php?topic=4447.0".HYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"phpHYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"?HYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"topicHYPERLINK "https://www.systemshock.org/index.php?topic=4447.0"=4447.0


As a “baseline” patch, SCP should usually be installed at the lowest priority when combined with other mods. We’ve done what we can to ensure that SCP is compatible with the major audio/visual mods for SS2. SCP is not, however, compatible with gameplay mods.


SCP will not work with old savegames. You’ll have to start a new game.


Credits
SCP was made possible by the efforts of, in alphabetical order:

● antimatter_16 (mapping)

● kolya (project hosting)

● nameless voice (scripting, mapping)

● olfred (modeling)

● straylight (ADaOB, from which SCP sprung)

● thiefsiefool (SecMod, from which we stole many cool features)

● voodoo47 (mapping, project management)

● zygo (mapping)

● zylonbane (mapping, texturing, project management)

● ...and voluminous feedback from the SS2 community


Spoiler-Free List of Changes
SCP was built using Straylight’s ADaOB (Anomalies, Discrepancies, and Outright Bugs) patch as its foundation. SCP reverts most of ADaOB’s changes to the gameplay and resource economy.


SCP makes the following changes:

● Literally hundreds of tweaks to object positioning to fix floating, misalignments, etc.

● Even more tweaks to terrain texturing to fix tiling errors, scale errors, wrong texture errors, poor placement, consistency, etc.

● Subtle (and occasionally not-so-subtle… but mostly subtle) improvements to level architecture.

● Certain nonsensical areas made more sensical via minor cosmetic additions.

● Improved signage for some of the more confusing areas.

● Enhanced object animations.

● Corrected object scales and physics dimensions.

● Corrected and improved sound propagation.

● Corrected typos and inconsistent terminology in text strings.

● Minor fixes and enhancements to some of the quest logging.

● Many more objects uniquely identified in the HUD.

● Fixed many upside-down objects not behaving correctly.

● Fixed missing or incorrect impact and footstep sounds.

● Used some previously unused resources (sounds, models).

● Fixed issues in many object models (z-fighting, missing polys, etc).

● Sourceless lights given light sources.

● Upgraded lightmap color depth from 16-bit to 32-bit (no more banding).

● Additional animated lighting effects.

● Enhanced particle effects.

● Enhanced weapon projectile and impact effects.

● Effects of certain weapons made more logically consistent.

● New dynamic training system. If you bypass all training in the first level, immersion-breaking “help consoles” are removed from later in the game.


Spoilerific List of Changes
Only read this if you’ve already completed the game.

Gameplay Changes
● ADaOB grenade rebalancing. See the included ADaOB readme for details on how the grenade damage system was reworked. Reverting this change would be a huge amount of work, so we’re leaving it in for now to see if anyone minds.

● Grenade hybrids throw grenades slightly faster. They’re still slow, but might occasionally hit what they’re aiming at now.

● Stasis Field Generator now also works on psi reaver projections, turrets, and security cameras.

● Med beds now also remove toxins, as they always should have.

● Pistol and assault rifle do somewhat less damage. Everyone agrees the assault rifle was overpowered, now it’s slightly less so.

● Tank OS upgrade now adds 10 max HP instead of 5. Yeah, this is a straight-up balance change on our part. But again, pretty much everyone agrees that the original 5 HP gain from Tank is utterly useless.

● Cigarettes now add 1 PSI in addition to subtracting 1 HP. Now they’re good for something other than pointless near-death experiences.

● Hacked and non-hacked turrets no longer shoot at each other. Now you can actually hack a room full of turrets without the dumb things destroying each other in the process.

● Body of the Many goo drops now deal a small amount of damage. Did you always avoid them because you assumed they damaged you? Surprise, they didn’t. Until now.

● Collisions with flesh surfaces do much less damage. It never made sense that slamming into a wall of flesh did just as much damage as slamming into a wall of concrete.

● Player cryokinesis and pyrokinesis shots now do splash damage (which can also damage the player). Before, monkey psi shots did splash damage, but player psi shots did not.

● Pyrokinesis now slightly damages mechanical targets. It makes no sense that a superheated ball of psionic plasma wouldn’t so much as scratch a mechanical target.

● Local pyro field no longer grants immunity to protocol droid explosions. Apologies to all five of you who even knew about this exploit.

● Player can no longer drown. There’s no air supply meter in SS2, and no drowning sounds, so it seems Irrational never intended the player to be able to drown.

● Wall egg pods now always searchable. Some weren’t before.

● Annelid swarms now vulnerable to fire/incendiary damage.

● WormBlood implant no longer heals player when it runs out of energy.

● Objects tossed down the Med/Sci maintenance shaft now appear in Engineering when you descend the ladder.

● Objects tossed into the Command deck gravshaft from the Von Braun to the Rickenbacker now appear in the Rickenbacker (and vice versa).

● Rec deck transmitter now cannot be activated until basketball court power is restored. Before, there was no reason other than poor night vision to complete this objective.

● Getting rid of psi wall to VB/Rickenbacker umbilical room now requires killing Korenchkin psi reaver brain instead of Korenchkin psi reaver projection.

● No more respawning on the Rickenbacker bridge (unless you set off the alarm). Where could they be coming from?

● Killing the Brain of the Many now also kills all enemies in the vicinity and disables any further respawning.

● SHODAN final boss shields now actually rotate around her, instead of the awful fake rotating where they just teleported around to eight different positions.

Cosmetic Changes
● Upgrade stations now swing open when accessed, and close when the player walks away.

● Player hand/weapon now becomes transparent when psi invisibility is active.

● The light from apparitions now smoothly fades in and out instead of just blinking on and off.

● Dynamic light from explosions now fades out instead of blinking off.

● Psi force walls now emit a pulsating blue glow.

● Psi force walls now spawn a dispersing particle effect when slain, instead of just vanishing.

● Nearly all particle effects upgraded to use effect-appropriate bitmap particles.

● Explosion effects improved so the smoke, spark, and animated bitmap components can all run independently of each other. Before, they all had to have exactly the same duration.

● Explosion animated bitmaps now play back much faster, for a more realistic appearance.

● Most explosions now offset themselves from the impact surface, to reduce visual clipping into the terrain.

● Slug turrets, pistols, assault rifles, and shotguns now eject casings when fired.

● Slug turrets, pistols, assault rifles, and shotguns now leave damage decals on terrain (this was actually set up in the original game, but incorrectly, so it never worked).

● Pistol and assault rifle muzzle flash now affixed to muzzle instead of just spawned near the muzzle.

● Shotgun now has a muzzle flash.

● Laser pistol top changes from blue to red when in overcharge shot mode.

● Laser rapier, when held and when dropped, now emits light.

● Laser rapier “humm” now much quieter/less annoying.

● Crystal shard now has unique attack sounds.

● Fusion cannon, when dropped, now emits a soft glow from its barrel.

● All player and enemy weapons now have impact effects.

● Rockets and pyro fireballs now emit a roaring sound in flight.

● Player pyro fireballs now have a heat distortion effect.

● All energy weapon projectiles now emit appropriately-colored dynamic light.

● All energy weapon projectiles, psi effects, force shields, and holograms set to use additive blending (were using multiplicative blending before, which made them look a bit dull).

● Greater psi reaver projectiles now look different from standard psi reaver projectiles.

● Junction boxes emit sparks and play an explosion sound when destroyed.

● Batteries emit sparks when inserted in their terminals.

● All searchable objects display item-specific text when targeted, instead of just “Search container”.

● Searched corpses now identify as “A corpse.” in the search window, instead of nothing.

● Psi reaver projections no longer display “Search corpse.” when killed, and can’t be searched when resurrected.

● Killed SHODAN avatar use text no longer display “Search corpse.”

● Destroyed Rickenbacker turret use text no longer says “Search corpse.”

● Destroyed Rickenbacker turrets no longer continue playing rotation sound if killed while rotating.

● All portable turrets now pop their tops when destroyed.

● Annelid psi organ and healing organ now have a use sound.

● Cigarettes now make a sound (“FOOSH”) when used.

● Wrench, crystal shard, and laser rapier now make a sound when dropped in water.

● Researchable organs now sound like flesh when dropped on flesh (instead of unbreakable glass).

● Nav markers now make a UI beep sound when dropped.

● Air ducts now emit a subtle dust cloud when destroyed.

● All armors, weapons, and ammo boxes scaled down to a size appropriate for the human-sized AI models in the game.

● Bags of chips no longer go “thud” when dropped.

● Ring buoys and radiation suits now sound like fabric when dropped, instead of metal.

● Hydro deck environmental regulators no longer make no sound when hit.

● Player sound effects for pyrokinesis and cryokinesis no longer swapped.

● Cryo monkeys and pyro monkeys now use appropriate sound effect when attacking, instead of both using the same sound.

● Player now makes footstep sounds on vegetation and unbreakable glass surfaces.

● Diamond-tread flooring now sounds like metal when walked on, instead of the default “plasticrete” material.

● Rickenbacker air ventilators now spin continuously in one direction instead of ping-ponging.

● Smashed conduits now drop their parts along the length of the conduit, instead of emitting them randomly from the centerpoint.

● Rickenbacker conduits now breakable.

● Smashing windows now spawns twice as many glass shards.

● Window shards now closer in opacity to the windows themselves.

● Killing annelid worms and psi reaver brains now spawns a particle splash effect in addition to the creature corpse parts.

● “Xerxes Access” keyboards no longer treated as screens (can’t be broken).

● Chunks of destroyed eggs no longer collide with the player’s feet.

● Hacking the GamePig now unlocks all the available games, including some that I can see why they left them out.

● The one searchable chunk of destroyed robots now emits smoke for a few seconds.

● All elevator and QBR interiors now identical.


Map-Specific Changes
This is a mostly verbatim transcript of our map issue-tracking log for this project, so it’s a bit cryptic and jargon-heavy. Still, it should give a good idea of the scope of corrections to the game’s maps. This doesn’t even list all the hundreds of minor texture and object tweaks.

Earth
earth.mis

● New obj scales implemented.

● Delete grate 189 (was apparently always there but invisible; becomes visible in NewDark). //fixed

● Buttons 400, 401, 402, 478 partially sunk in wall. //fixed

● At UNN entrance steps, incorrect terrain texture around base of all four handrail pillars. //fixed, replaced hackish cylinders with NewDark 16-sided cylinders (floated so the lightmaps don't get hosed up)

● Inside UNN building, floor tile in first and second rooms not using the same scale. //fixed

● Step up to each advanced training booth too high, hangs up player movement. //fixed, added half-step for each booth

● Barren Happy Noodle needs some props added so it actually looks like a restaurant. //fixed

● Can hop railing near starting tram and run on the tracks. //fixed

● Blinking lights 91, 157, 167 render behind their respective Shuttle Bay signs. //fixed

● Standing lamps 75, 76, 77, 78 set to use sphere collision type. //fixed, changed to OBB

● UNN recruitment center missing front doors. //fixed

● UNN recruitment center is barren, looks very "gamey". //fixed, added some furniture and some unused/rarely-used UNN posters

● UNN recruiter bot has no way out of his booth in the lobby. //fixed, added a door

● Buildings to right of UNN recruitment center have incomplete texturing. //fixed

● Tram tunnel ends are plainly visible. //fixed, made tunnels curve out of sight in both directions

● Many room brushes with invalid archetype set. //fixed

● Shuttle departure room missing glass in overheard windows. //fixed

● Steps down to Happy Noodle inconsistently sized. //fixed

● Physics models of glass cases in Happy Noodle protruding outside into street. //fixed

● Missing room brush in front of Happy Noodle. //fixed

● Truck 192 not casting shadow. //fixed

● Conduits 93, 94, 95, 96, 739, 740 floating. //fixed, adjusted scales

● Floor grates 185, 186, 187, 188, 209 slightly lift player when walked over. //fixed, adjusted physics offsets

● Inconsistent spacing of some windows on the Happy Noodle building. //fixed

● Would be a nice touch to have the customer in the Happy Noodle seated. //done *cries*

● Redoing the lights effect (obj 225, 226) on the truck so it would look less crappy would be nice. //done, uses coronas now

● Window 135 invisible when viewed from the tram. //fixed

● AIs in tram station and Happy Noodle could be set to unused earth AI model (but keep the same objects; some mods rely on those). //done, changed humans 259, 587, 589 to use unused Earth human models.

● Window 135 physics dimensions don't match object size. //fixed

● Plant 632 needs to be moved up a bit. //done

● Set training booth tripwires 313, 314, 320, 378 to set qvar "Newbie" to 1 (this is the detection phase of the new adaptive training feature).

● Knocked-over trash can 197 and nearby trash makes no sense hidden behind the gravshaft station. //fixed, moved to a more visible location nearby

● Texture p0008 in cyberspace training areas is actually a screen texture, and can be broken. //fixed, replaced with new texture s41circ (Irrational had "fixed" this by making p0008 unbreakable)

● Incorrect texturing around all three door frames at end of shuttle 1 - 3 hallways.

● Wedge lights 160, 391 partially embedded in solid.

● Light coming from Technical training hallway doesn't match color of the sign (as with the other two hallways). //fixed


Basic Training

● Teleport trap 377 starts player in mid-air. //fixed

● Buttons 441, 461, 464, 467, 471, 473, 488 inconsistent positioning. //fixed

● Ladder 306 too dark. //fixed, deleted LightColor and Self Illumination (they don't seem to do anything); added Renderer->Extra Light 0.5, Additive

● Elevator to terrpt 102 disappears out of world in NewDark. //fixed

● Near button 471, non-cyberspace terrain texture on top of practice mantle block. //fixed

● This area doesn't use the green floor circles to mark each training activity, like all the other training areas do. //fixed

● Force fields 548, 566 don't reach ceiling. //fixed


Weapon Training

● Teleport trap 319 starts player in mid-air. //fixed

● Possible to turn right at start and skip directly to exit. Not so good for a tutorial area. //deleted shortcut passage

● Button 410 backward, should be located inside entrance booth to match other training areas. //fixed

● Button 409 backward. //fixed

● Button 413 backward. //fixed

● Exit sign 492 inconsistent placement. //fixed


Technical Training

● Teleport trap 324 starts player in mid-air. //fixed

● Button 418 partially embedded in wall. //fixed

● Button 422 backward. //fixed

● Button 423 too high. //fixed

● Button 514 backward. //fixed

● Button 595 backward. //fixed

● Replicator base 262 not aligned with brushwork. //fixed

● Near nanite tank 257, niche in doorway between the two training rooms has non-cyberspace terrain texturing. Looks like they originally intended to have a sliding door here. Since there isn't one, the niche itself can be deleted. Floor texture alignment is slightly off here too. //fixed

● Near exit sign 486, need light source added inside exit booth so interior isn't shadowed. //done

● Spawner 285 spawns nanite tanks with wrong rotation. //fixed

● Keypad 266 (named "Sagiro" for some reason) doesn't display HUD use string. //fixed

● Exit sign 486 inconsistent placement. //fixed


Psi Training

● Teleport trap 325 starts player in mid-air. //fixed

● Button 426 too dark, missing use string. //fixed, added Renderer->Extra Light: 0.3, Additive; added Obj->HUD Use String: training_button

● Button 429 backward, too dark. //fixed, added Renderer/Extra Light: 0.3, Additive

● Button 432 backward, too dark. //fixed, added Renderer/Extra Light: 0.3, Additive

● Psi boosters 275, 288, 289 too dark. //fixed, added Renderer/Extra Light: 0.5, Additive

● Psi amp 290 too dark. //fixed, added Renderer/Render Type: Unlit; removed Renderer/Extra Light: 0.5, Additive

● Training droid 592 too dark. //fixed, added Renderer/Extra Light; also added to Dopey Droid (597), the respawn object for this droid

● Near psi amp 290, pedestal has non-cyberspace terrain texturing on right. Also on underneath of niche to the right of it. //fixed

● Non-cyberspace terrain textures used in psi pull practice area. //fixed

● Spawner 296 spawns nanite tanks with wrong rotation. //fixed

● Exit sign 489 inconsistent placement. //fixed

Space Station
station.mis

● New obj scales implemented.

● All wedge lights set to render/normal.

● Flammable sign 538 renders in front of glass when viewed close up. //fixed, added Renderer/Render Order: Post Opaque 1

● Flammable sign 548, ditto //fixed

● Departure bay floor is textured with wires instead of floor plating. Granted you only get the barest glimpse of it, but it's an easy fix so why not? //fixed, changed to rck026

● Door 68 could use a proper alcove. //fixed, v47: took me a bloody 1.5 hour

● Wedge lights 307, 315, and 744 set up to turn on when approached, but something seems screwed up so they start out already turned on and instead just get a little bit brighter when approached. Not sure how to fix this, or really if there's even anything to fix. //fixed, v47: now they turn on when the player approaches, and off when he backs away. I believe this has been the original intention.

● Door 156 doesn't open quickly enough to avoid player bumping into it. //fixed, moved tripwire 95 further into shuttle bay so player triggers it sooner

● Station portion visible through upper windows of first alcove seems unfinished. //fixed, replaced placeholder texture, added glass to windows

● Dressed up the departure shuttle bay to more closely resemble the arrival shuttle bay, even though you can barely see any of it before hitting the training trigger, oh well.

● Objects 519, 520, 521 descend from missing archetype "Graph screen", seemingly unused. //deleted

● Added a shuttle flying outside the station.

● No doors in niches leading to each training choice. //fixed, put the unused "mission gate" doors in each doorway, rigged them to open automatically when player enters room

● Three brushes near obj 687 have an incorrect texture on the bottom. //fixed

● Blinking lights 299, 739 embedded in solid. //deleted

Engineering Deck
Engineering deck general

All the big, slow double doors don't start to open until you're just about pressing your nose against them. //fixed, made the triggers much larger


eng1.mis

● New obj scales and physdims distributed.

● Fixed physdims on all instances of desk -119 and -120.

● The engine core area with the four identical doors (pod 1/pod 2/coolant tubes/core control) could use better differentiation of which door is which. //added a "core control" sign on the door that leads to the core, and a "maint. shaft" sign to the door that leads to the shaft.

● Wrench 1618 falls partially embedded in adjacent ledge. //fixed

● Floor arrows 1704 and 1706 need to be aligned with each other. //fixed

● One handle in the main elevator is missing, the obj needs to be created. //fixed. actually was there all the time, sunken in the wall.

● Above sign 699, "ATTENTION!" tech screen appears to be floating on a black untextured surface due to no light reaching it. //fixed, added a brush light near it

● Flowing goo texture alignment near lights 712, 706, 860, and 861. //fixed

● Lighting up the reactor core after restoring power would be a nice touch. //done, in red

● Lift walls 1855 attached backwards. //fixed

● Adjust brushwork/texturing in maze area to eliminate headbob portal transitions. //done

● The env sounds around the reactor core are all hosed up. there is that default humming that can be heard near the core, but there is also the machinery sound that abruptly starts when the player enters the room, and can be heard all the way into both nacelles. maybe extend the humming to both nacelles, make the machinery sound audible only near the core, and only AFTER the core has been restarted. //currently humming in the core area and both nacelles, and machine sound in the core area when the core gets restarted

● Need to do something smart with the empty subdeck area with the first midwife. Such useless, empty spaces should not exist on a spaceship. //scattered some junk around, could use some more stuff, like shelves with junk, eng1 chem/storage area style.

● Cleaned up door niche texturing and door positioning in the reactor core area.

● Nacelle computers 1736, 1834 can be activated multiple times. //fixed

● Decals 1165, 1171 floating. //fixed

● QBR 1702 missing ambient sound. //fixed

● Duplicate unused respawn marker 466. //fixed, deleted

● Changed replicator 973 cigs price to 8.

● Duplicate LandingPoint marker 1864. //fixed, deleted

● Weird green lights to right of button 966. //deleted, probably left over from some screens that used to exist there

● Pipe 1069 doesn't entirely reach ceiling. //fixed

● Map location 9 internally named "Pump Station". Could add a "Pump Station" sign on one of the big blank walls in this area. //done

● Missing level ambiance trigger in main elevator. //fixed

● All Amber Lights (-1771) set to render Unlit. //fixed

● Fluidics control computer 1114 shows as frobbable after being used. //fixed

● Fluidics control computer 1114 doesn't show a use string. //fixed

● The monotonous monochromatic coolant tunnels could be greatly enhanced with a bit of a lighting overhaul. This area should feel like a dark scary basement, but instead it just feels like a well-lit rat maze. Introducing areas of light, darkness, and green glow from the coolant pipes would fix this.

○ As per above lighting issue, modified coolant tube ceiling lights 229, 122, 76, 228, 520, 535, 860, 861, 868, 880, 562, 571, 268, 614, 352, 361, 706, 712, 1254, 1255, 1256, 1259, 1055, 1059, 1196, 1224, 1236 to be slightly brighter and with a greenish cast to simulate light also coming from the overhead coolant pipes.

○ Darkened coolant tube ceiling lights 914, 888, 882, 860, 861, 344, 345.

○ Made coolant tube ceiling light 1097 flicker. This acts as a visually distinctive marker for the entrance/exit to the cul-de-sac area of the maze.

● Hallways with rad detectors 1138, 1150 irradiate player even though there's no visible radiation leaking. //fixed, added radiation FX; deleted rad lights 660, 670, 296, 658 to keep brightness sane

● Tripwires for most doors are tiny 4x4x4 cubes. //fixed, changed most to 10x6x4

● Security doors 2080, 1296 use the same sound as every other small door on this level. //fixed, changed to the cool but underused StationDoor schema

● Nacelle core 1703 has three identical sound emitters along its length, which don't all start playing at the same time and thus can sound really wonky. //fixed, stripping it down to just one emitter and increasing its radius seems to sound fine

● Nacelle core 1074 missing ambient sound that's in nacelle core 1703. //fixed

● Wonky sound propagation inside both nacelle cores. //fixed, needlessly complex room brush setup

● No room brush for windows 694, 776. //fixed, also added door property so windows pass sound when broken

● No footstep sounds behind both nacelle cores, near pipes 394, 219. //fixed

● Lower passageways around both nacelle cores are way too short. //fixed, made all a unit higher

● Nacelle core access doors 1074, 1703 in almost complete darkness. //fixed, added dim light near each

● Somewhere in the lower cargo bay would be a good place to sneak in an inactive Talon droid. //done, added one near crate 2107

● Can get stuck behind medbed 863. //fixed; tweaked physics, moved a bit, and made non-mantleable

● Fluor lights 1930, 1931 sticking out into lift shaft. //fixed, made recessed

● Plant 573 hovering. //fixed


eng2.mis

● New obj scales and physdims distributed.

● Particles upgraded to bitmaps.

● Crates near crate 868 sinking into the ground. //fixed

● Added door properties to crate 439. While this is hacky and not recommended, it's the only way of stopping the big bot projectiles (without this, they will just pass through, and as the player fights bots/hides behind the crate quite often here, the issue becomes quite apparent).

● Barrels in the shuttle bay don't block AIs. //fixed

● Cleaned up the Many sequence area - made sure all the veins and nerves are properly connected, and the sphincters cover the tunnel exits properly

● Spiders in the Many sequence act weird, maybe we should make them just peacefully patrol around instead of having an allergic reaction to the player. Also, they seem to get stuck on the sphincters, even though they have no physics. //fixed. they now crawl around properly. also set them to not collide with AIs, hoping this will lessen the tendency to get stuck in the cave beyond the second sphincter

● Way too much stuff gets elevatored from eng2 to eng1. Only things that are in the first room should get elevatored. //fixed, added one more room brush.

● The head thrown by hybrid 843 is now emitted by a separate trap, so it can land facing the player. Also spawns slightly away from the hybrid's body so it does not look like it's coming right out the hybrids lower parts anymore.

● Blood splat 66 repositioned slightly.

● Barrels around turret 808 set up to damage it properly.

● Lowered the two upgrade units slightly.

● Sign 149 floating. //fixed

● Particles 537 start too low. //fixed

● Need to copy fog settings from many.mis to Many vision section. //done

● Need to place a big blood splatter at the wall where the suicide ghost's brain would end up, unless we are going with "worm licked it clean" or similar (loc -3.99/-696.5/22.25). //done

● Moved level start marker 662 to level start.

● Weird sound propagation in four-way intersection near 1684. //fixed, door room brushes overlapping

● Changed replicator 346 cigs price to 8.

● Systems monitoring unit 676 doesn't display name string. //fixed (correct name property was already on it but with an accidental space inserted)

● Systems monitoring unit 676 shifts when card inserted. //fixed, got rid of the model tweq and teleported in the card-inserted model

● Copied in reconstructed brushwork. Mission is now unstripped.

● Screens near 232 horizontally stretched. //fixed

● Screens near 655 horizontally stretched. //fixed

● Screens near 86 horizontally stretched. //fixed'ish

● Weird lighting/shadows in corridor with suicide ghost. //fixed, added Force Static Shadow to door 127, added ambient light to compensate

● Apparition 849 starts a little too late. //fixed, moved trigger farther down hallway

● Replicator 346 embedded in wall. //fixed

● Nanite tank 398 doesn't fall when lift under it falls. //fixed

Med/Sci Deck
medsci1.mis

● Fixed lots of lights not centered in their niches/over their doors.

● All wedge lights set to render/normal.

● New obj scales and physdims distributed.

● Fixed physdims on all instances of desk -120

● Xerxes column bubbles upgraded.

● Purged unused objects.


Starting room

● Implemented adaptive training. Linked starting tripwire 311 to anti-qb filter 2198, which checks qvar "Newbie" (set in earth.mis). If NOT set, destroys all infocomps and adds all infocomp help text to PDA.

● One of the three cryo pods at the beginning missing the internal overhead light. //fixed

● No way to get patients into starting cryo pod room except by ladder, WTF. //added broken door at end of otherwise nonsensical dead-end hallway in adjacent room

● Very first ladder should be moved 0.5 to the left. //fixed //and fixed again, moved the entire niche to the right so it's centered on the short hallway it leads to

● Junction box 945 missing the usual conduits. //fixed

● Radar dish platform could really use some less retarded texturing. medsc004 or medsc009 should do the trick. //fixed

● Radar dish destruction at beginning produces two simultaneous explosion sounds for each explosion, one from the spawned explosion, the other from a sound trap. //fixed, isolated radar dish platform room brush from all other room brushes so you only hear the special "space explosion" sound

● Radar dish impact could use a little player shaking. //added ShakeYourBooty script to marker 2002

● Added large animated light flash when radar dish impacts glass.

● Added lights 947 and 878 burning out when radar dish impacts glass.

● Window 464 tweq tries to load nonexistent model "wnd24". //fixed, corrected to "wnd_24"

● Bottom part of forcefield in starting room can be crouch-leaned through. //fixed, added another invisible blocker

● No forcefield sound effect when force fields appears in first room. //fixed, added AmbientHacked schema "rck_shieldS" to space_shield_10x24 (948)

● Radar dish platform not visible from second room that you climb into from starting room, even though it should be. //fixed, connected exterior sky brushes

● Try adding schema for duct debris to duct 402 so it at least makes some sound when players try to crawl over it. //tried, doesn't work


The rest of the map

● Mission tries to load three nonexistent script modules. //fixed

● The horrible texture mess on Xerxes and the main elevator needs to be sorted out. //fixed

● Ladder on the maintenance shaft needs to be made taller to prevent player from accidentally jumping behind it. //fixed. v47: I can't truly express how much I enjoy this fix.

● The first hybrid sometimes doesn't spot the player and returns to the security booth after rushing out, this looks weird. //fixed by making him run to the player location, and then face the player. Can still get weird under certain circumstances. //added return to origins "false", this should do for the time being.

● Light fixtures don't switch on. //fixed. turns out this is a broken model; fixed model included in the SCP package

● Make the bulkhead door that you open with the battery stay open once activated. //fixed

● Fluor light 785 floating. //fixed

● Elevator button 265 too low. //fixed

● Elevator button 329 too high. //fixed

● A bunch of lights not rotated properly, and set to unlit. //fixed

● Secure airlock doors are badly positioned. //fixed

● Rising steam (2023) not in room brush. //fixed, moved inside a room brush to suppress warning in DromEd

● Moved grate 1950 out of vents to vent entrance where it makes more sense.

● Light 1133 doesn't turn on. //fixed, wrong script

● Moved wedge light 1127 away from other nearby light, closer to pipe farm that could use the extra light.

● Brush light near wall console 679 creates light spot from seemingly nothing. //fixed, replaced with fluor tube 1984

● Fake textured light 1232 near 3D modeled lights. //fixed, replaced with a fluor tube light

● Fluor light 509 has no niche. //fixed, niched it

● Lift 1853 backwards. //fixed, rotated phys attached walls (1852)

● Obviously invisible light source near -60, 64, 4. //fixed, replaced with a fluor tube light

● Anim cylinder light 436 placed in fluor light ceiling niche, looks really weird. //fixed, moved off to the side, also upgraded the light in that niche to a 3D model

● Dead guy 1362 seems like he should have some loot (is in a closet behind two out-of-the-way doors), but doesn't. There's a gun near him, but it's only visible on the lowest difficulty level. //gave him a small beaker and an anti-toxin hypo

● Polito email triggered by entering room 642 and apparition triggered by ectoplasm 1321 will play at the same time if player doesn't stop to listen to the email. //fixed'ish, moved apparition trigger further down the hallway

● Moved apparition 1326 and moved/reposed body 833 so the apparition collapses into the body.

● Watts death speech emitter 1185 located pretty far from his body. //fixed, centered on his head

● Recharging station 273 animated light appears off to the side. //fixed, was offset on X instead of Y

● Explosive barrels 827, 863 can be walked through by AIs. //fixed, added Physics/Misc/AI Collides With:TRUE

● Conduit pair 587/1810 doesn't reach wall. //fixed, added a third conduit

● Fluor light 1911 not centered in niche. //fixed

● Wall console 690 interferes with player movement around ladder pit. //fixed, moved to adjacent wall

● Swapped positions of security console 85 and infocomp 1139, so the more important security console is under the spotlight.

● Changed Grassi replicator kvetch 1730 AIWatchObj trigger distance from 10 to 20 so triggers before player is right on top of it.

● Added cretpose to apparition 1730 so it does not start in the "T" position.

● Decreased brightness of lights 1863, 1120 so apparition 1730 looks better.

● Apparitions 1406, 1730, 1326, removed Dynamic Light property so they will work correctly with NVGlowTrap lighting method.

● Sound 327 (crew woman screaming while running) does not follow along with running AI. //fixed, physically attached sound to AI

● Malfunctioning door 88, lowered opening speed so as to appear more malfunction'y (and to allow its sound effect to play out).

● Near pipe 558, changed floor/ceiling texture from tile to grating. Moved nearby gratings 216/518 to align with niche edge.

● Doorway near console 1881 makes no sense-- just opens into empty space. //fixed'ish, added a blocked door on the far wall and the suggestion of a collapsed walkway, all without physics of course, so the jump to the loot is still just as frustrating

● Light 534 hangs too low for theoretical walkway extending from nearby door. //fixed, replaced with shorter light 2133

● Hybrid 163 can chase player onto lift 1853, causing various bad things to happen (sometimes just disappears!). //fixed, made the lift walls block pathfind

● Ambient sound trap 1126 generates error "requested nonexistent schema"; appears to be requesting no schema at all. //fixed, deleted (was initiated from trigger 1150)

● Texturing of rails for lift 548 doesn't match the other two lifts in this map. //fixed

● Texture alignment glitch on dark blue tile near object 651. //fixed

● Moved light 1793 so it won't collide with the conduits.

● Hybrid and the woman from the chase scene are HUD-selectable. //fixed

● Made sure the player cannot catch a glimpse of the chase hybrid idling before he starts running.

● Set the nearby junction box and wall console to not collide with AIs, this should help stabilize the somewhat random timing of the chase sequence.

● Explosive barrels near the turret duo have been set up to damage the turrets.

● Exploding console 691 will now leave a wall damage decal.

● Marker 1193 moved next to door 170. Should play the scream sound a bit earlier.

● Morgue cremation furnace damage setup only hurts player in a single small spot. //fixed, copied the fixed setup used in rick1

● Misplaced brush light near object 1091. Should probably be over it. //fixed

● Wrong textures on sides of a couple of the MRIs near object 1091. //fixed

● Slightly off rotation on light 845. //fixed

● Ceiling texture misalignment near camera 77. //fixed. how the fuq did I miss that?

● Corpse 734 (Dr. Watts) displays "Search container" when targeted. //fixed, changed to "Search corpse."

● Corpse 734 (Dr. Watts) displays no name string. //fixed, added a custom name string, "Dr. Watts"

● Keypad 222 doesn't display use string. //fixed, had a custom name identical to the default name

● Hypo 478 sometimes falls off ledge on sim start. //fixed

● Lift 601 has no floor niche. //fixed

● Glitch in audio when riding lift 601. //fixed, was passing between different EAX settings

● Lift 548 has no floor niche. //fixed

● Button 546 too low. //fixed

● Pump 261 makes no sound. //fixed

● Sign 1371 floating. //fixed

● Infocomp 656 too high. //fixed

● Different light fixture styles on front and back of column near 930. //fixed, replaced fluor light 1446 with a wedge light

● Hanging corpse 735 feet touch computer console. //fixed, moved corpse and console away from each other

● Hanging corpse 735 doesn't rotate around where rope intersects his neck. //fixed, detail attached corpse to rope and made rope rotate instead

● Duct alignment in mortuary off. //fixed, all ducts in a row

● Excessive delay between explosion 1952 and glass shattering 1958. //fixed

● Move 2149 to -73.55/-212/14.85, 2147 to -73.55/-211.075/14.51, and 2148 to -73.55/-210.755/13 so it will be compatible with the latest Vurt flora pack. //fixed, reluctantly

● Brush light at -0.25, -75.86, 2.85 needs nudged to get rid of black edges on cryo-tube. //fixed

● Open bulkhead doors 1024, 1026 and 1017, 1022 set as closed. //fixed

● Battery receptacle 1128 not sunk into wall like the first one, 1766. //fixed

● Battery receptacle 1128 set up to trigger a particle effect when activated, but for some reason it doesn't work. //fixed, improved effect, added sound when battery inserted, applied to 1766 too.

● Added recharger button 2146 near battery receptacle 1128, visible in editor only, to ease testing.

● Main elevator doors close too soon. //fixed, were set to 4 seconds instead of default of 10

● Main elevator button 1052 located to left of elevator door, unlike every other deck where it's on the right. //fixed

● Sourceless light above ladder 1140. //fixed

● Missing level ambiance trigger in main elevator. //fixed

● Light 853 floating away from wall. //fixed

● Light 126 not reaching the ceiling. //fixed

● Set the railings near the hybrid chase scene to not collide with AIs hoping this will mitigate the problem with the AIs getting stuck there.

● Texture p0028 screen near chair 128 horizontal texture alignment slightly off. //fixed

● Texture p0012 screen near chair 128 horizontally stretched. //fixed

● Terminal box 1028 floating. //fixed

● Exploding screen 2105 is already destroyed before the explosion goes off. //fixed, also moved shotgun holes 233 off the screen over to a wall


medsci2.mis

● Implemented adaptive training. Added tripwire 1631 in elevator entrance, linked to anti-qb filter 1623, which checks qvar "Newbie" (set in earth.mis). If NOT set, destroys all infocomps.

● Steam particles need upgrade. //all particles now use steam bitmap

● New obj scales and physdims distributed.

● Fixed physdims on all instances of desk -119 and -120.

● Mission tries to load three nonexistent script modules. //fixed

● Force door 954 needs some sort of emitter track in its surrounding brushwork. //fixed

● Weapons lockup room (containing crate 604), has two different floor tile textures. //fixed

● Windows 1934, 1929 not aligned with terrain window shape. //fixed

● Visible gap into outer space between windows 1929, 1931. //fixed

● The bunk beds in the flooded crew quarters are ridiculous. Anyone sleeping in the bottom bunk would have a giant wedge a foot from their face, anyone in the top bunk would have the ceiling a foot from their face, and there's not even any way to get to the top bunks. //fixed

● Near railing 124, floor textures on wall. //fixed

● Pipes 1075, 1084 need to be floored. //fixed

● Pipes 1120, 780 need to be ceilinged. //fixed

● Fluor light 205 floating away from wall. //fixed

● Fluor light 287 doesn't have back to wall. //fixed

● ICU sign 222 floating, hanging off edge of wall. //fixed

● ICU sign 616 not centered under light. //fixed

● Fluor light 442 needs Render Type set to Normal. This is a flickering light, but fixture appears to always be on since it's set to Unlit. //fixed

● High voltage sign 1450 too big/poorly placed. //fixed

● Wall damage 619 overlapping wall sign. //fixed

● Fluor light 102, 581, 1550 rotation off. //fixed

● Audio log 327 floating. //fixed

● Duct 1096 Z-fighting with its neighbor. //fixed

● Duct 1098 not aligned with its neighbor. //fixed

● Duct 1099 not aligned with its neighbor. //fixed

● Duct 1100 Z-fighting with its neighbor. //fixed

● Wall computer 367 colliding with duct. //fixed

● Floor arrows 441, 1425 alignment off. //fixed

● Hand rail 208 floating. //fixed

● Sign 1735 floating, not getting lit correctly. //fixed

● Sign 1740 floating. //fixed

● Wedge lights 453, 1791 not centered. //fixed

● Fluor light 1059 floating. //fixed

● Pump 640 pistons going slightly out of socket. //fixed, used new pendulum motion, looked pretty good!

● Crate 339 embedded in wall. //fixed

● Crate 211 embedded in another crate. //fixed

● Sign 539 not getting lit correctly. //fixed, added Renderer->Extra Light:0.2

● Sign 1547 floating, not getting lit. //fixed, added Renderer->Extra Light:0.2

● Steps near lamp 321 badly spaced, slow down player. //fixed

● Pipe 335 doesn't even come close to reaching ceiling. //fixed, added curved pipe 1316

● Monkey corpses 170, 183, 171, 131 invisible from most angles (behind glass). //fixed, added Render Order:Pre Opaque 1.

● Med bed 251 looks as if it's far enough from wall to walk through the gap, but isn't. //fixed, moved even closer to the wall

● Monkey corpse 238 hanging off edge of med bed. //fixed

● Texture alignment inside all the monkey holding cells is a sloppy mess. //fixed

● Fluor light 1848 not centered in its niche. //fixed

● Security office window missing security glass. //fixed

● Wall sign 983 floating. //fixed

● Wall arrow 985 floating. //fixed

● Pump 779 missing sound. //fixed

● Lights activated by button 943 make no sound. //fixed, added schema class tags "LightType MedLight" to light 97

● Fluor light 590 floating. //fixed, shrunk niche to correct size

● ICU casting glitchy green light into hallway through door 78. //fixed, added Force Static Shadow to door

● Glitchy lighting near door 162. //fixed, added Force Static Shadow to door

● Pipes 1593, 1585, 1052, 1625, 1533, 1563 alignment. //fixed

● Steam jets 1423, 1581 alignment. //fixed

● Possible to mantle onto pipes 1625 or 1626, get head permanently stuck in overhead light niche. //fixed, added physics to light 581 that fills niche

● Sink 1490 not aligned with terrain niche. //fixed, moved niche

● Tube 521 too small for interior particle effect. //fixed, moved entire assembly a bit closer to wall, added subtle animated light

● Holo projectors 514, 515 don't quite fit science tube. //fixed, Shape->Scale

● Duct 95 alignment. //fixed

● Shelves near crate 1476, wrong texture on shelf undersides, some faulty brushwork. //fixed

● Shelves near light 830, shelf texture doesn't match other shelf texture, weird tiny brush lights between each shelf (probably intended to illuminate items that ended up not being placed on the shelves). //fixed, deleted lights

● Fluor light 830 not centered in its niche. //fixed

● Fluor light 204 backward. //fixed

● Shelves near sign 1534, wrong texture on shelf undersides, some faulty brushwork. //fixed

● Sign 1534 floating. //fixed

● Exterior window 2266 is security glass, should be unbreakable glass. //fixed

● Fluor light 210 too close to ceiling. //fixed

● Fluor light 639 not centered in niche. //fixed

● Fluor light 281 not centered in niche. //fixed

● Fluor light 260 height, orientation. //fixed

● Fluor lights 193, 1621 not centered on side of walkway. //fixed

● Ceiling light 552 makes no sense inside a maint vent. //fixed, replaced with small blinking red 1342

● Duct 658 alignment. //fixed

● Duct 559 too nonsensical to live. //fixed (to DEATH!)

● Duct 553, 547 alignment. //fixed

● Duct 692, 694, 696, 698, 699 alignment. //fixed

● Wedge light 551 casts no light, right next to wedge light that does cast light. //fixed, deleted it

● Wedge light 561 not centered. //fixed

● Pipe 1482 alignment. //fixed

● Sparking cables 1785, 1496 alignment, orientation. //fixed

● Sparking cable 1785 could use some sparks. // fixed, added spark fx 1327 to sparking cable

● Sink 578 too small for niche. //fixed, scaled up sink

● Crate 150 backwards. //fixed

● Replicator base 682 alignment. //fixed

● Windows 1923, 1924, 1925, 1926, 1927, 1928, partial gap at top/bottom. //fixed

● Near wall light 453, wrong texture on all four corners of bulkhead door. //fixed

● Near wall light 454, wrong texture on all four corners of bulkhead door. //fixed

● Bulkhead door 436 not completely filling door. //fixed

● Bulkhead door 450 not completely filling door. //fixed

● Both bulkhead niches missing track texture on top. //fixed

● Unnecessary niches behind all bulkhead door handles. Not used in most of game, should be deleted. //fixed

● Both replicators have a very "noisy" texture behind the glass, and inconsistent texturing in the dispenser chute. //fixed

● In ICU, ambient sound from front of room can only be heard in back of room when door is open //fixed, shrank back area room brush, hallway room brush

● Clipped/truncated Xerxes Access keyboard in ICU area. //fixed, tweaked the brushwork

● Texture tech/p0017 (monkey brain scan) is, as far as I can tell, used nowhere on MedSci. Considering this map is where the monkeys are stored and experimented on, we should try to shoehorn it in somewhere. //replaced a screen in the ICU with this

● Changed ICU animated light 621 to "Slide Smoothly". Let's see if people like it.

● Glitchy brushwork at top of ramp in lounge area. //fixed

● There are several places where they used a brush light in a niche instead of an object light (presumably to conserve objects). //replaced all with equivalent object lights for consistency.

● Medbed 1886 should be floored. //fixed

● Light 1059 floating in the air slightly. //fixed

● Debris 181 needs to be floored. //fixed

● Crates 1526 and 1523 sink into the ground. After flooring, crate 1525 will need to be repositioned as well. //fixed

● Small gap under window 268. //fixed

● Rising steam 275 looks wonky, especially when crouching and standing up near it. //fixed, added Renderer/Render Order:No Z-Write to Science Tube (188)

● Window 1932 looks more transparent than other windows near it. //fixed, had a different alpha setting to attempt to compensate for it being in shadow; added Extra Light instead

● Light 400 dynamic, but also has non-dynamic light property; needs to have it removed. //fixed

● Ceiling console 161 partially embedded in wall. //fixed

● Maybe add the "rck_shieldS" sound near the dead monkey storage force fields. //nah, they're too small to logically make the same sound as the huge force fields

● Door 246 laying on the floor like it fell from somewhere, but there are no doorways missing doors anywhere near there. Should probably replace with a Broken Railing (-1075) since there is a missing section of railing above it. But then the silly pair of legs sticking from under the door would make even less sense. //fixed - added a door alcove near 232 one level up, now it should be pretty believable to say that the door has been ripped from there and thrown down on the poor squashed guy, leaving only feet.

● Sign 1547 z-fighting with wall. //fixed

● Marker 1353 too high, starts apparition in mid-air. //fixed

● Added doors to all toilet stalls.

● Missing door in niche near object 168. //ok, fake door added

● Sound 1419 needs to be changed to schema ms_waterMD2. //fixed

● Railing 109 needs to repel AIs and not collide with them so the nearby hybrid will not get stuck on it. //done

● Light 195 needs to be made Z-shorter and repositioned a bit. //fixed

● Upgraded force door 954 to bitmap particles.

● Force door 954 could use an ambient sound and shutdown sound when disabled. //done

● Force door control computer 1803 can be hacked multiple times. //fixed

● Changed replicator 147 cigs price to 8.

● Light support pipes 1743, 1744 don't connect to wall. //fixed, replaced with curved pipes 1619, 1747

● Decal 1513 (and some more) floating off wall. //fixed

● Added qvar Note_4_1 to log 329 to fire up the subarmory quest properly.

● Sign 1534 floating. //fixed

● Fan 154 not rotating. //fixed

● Benches 1302, 1303 crowded too close to window, no easy way to walk in front of them. //fixed, got rid of 1303

● Screen near 1395 horizontally stretched. //fixed

● AIs getting hung up on niche for light 287. //fixed

● Bunch of wedge lights near the first bulkhead badly positioned //fixed

● Need to set the climbable sides of the two extra ladders on the bunkbeds to +Y to prevent them from grabbing the player from weird angles. //done

Hydroponics Deck
Check all hydro maps for upside-down conduit junction boxes (-3857). //done, I hope


hydro1.mis

● Audio log 1083 floating, has physics for no apparent reason. //fixed

● Modified positions of all plants, they should now fit into their holes properly

● Sign 945 partially sunk into wall. //fixed

● Lots of z-fighting on the many lilypads near lilypad 381. //fixed

● Stripe 195-197 sunk into wall. //fixed

● Missing exit ramp from bulkhead room. //fixed


hydro2.mis (STRIPPED)

● Audio log 815 floating. //fixed

● Conduit 472 oversized physics model. //fixed

● Conduit 770 unbreakable; no physics model. //fixed

● Conduit 771 unbreakable; no physics model. //fixed

● Conduit 774 oversized physics model. //fixed

● Conduit 775 unbreakable; no physics model. //fixed

● Worm goo 1511 needs moved to location: -86, -139, -19.88 //fixed

● Worm goo 1514 needs moved to location: -99, -144, -19.88 //fixed

● Worm goo 1519 needs moved to location: -102, -123, -19.88 //fixed

● Pipe 1462 end not reaching wall. //fixed

● Crate 1448 easy to fall behind and get stuck. //fixed, moved and reoriented a bit

● Wedge light 1282 floating in mid-air. //fixed

● Wedge light 1273 not flush against wall. //fixed

● Missing entry ramps to both bulkhead rooms. //fixed, used custom objects to fake terrain

● Near log 815, need a ladder to make it possible for players who don't how to jump-mantle to get out of the water. //fixed, added a Rick Ladder 8 (-2557)

● QBR 423 missing "REGENERATOR" texture on back wall. Since this mission is only available stripped, need to place an equivalent object texture here. But, this would require a new object to be created. //fixed

● Ladder 110 difficult to spot in the dark; could use some kind of light source near it. //added a bit of extra light for now

● Med bed 2080 not positioned correctly for Nurse Bloome to appear laying on it in apparition sequence. //fixed

● Miller apparition 1811 starts sequence with his arms visibly out. Need to set a starting pose. //fixed

● Sign 410 partially sunk into wall. //fixed

● Window 649 needs its blood splats detailattached so they'll depth sort correctly //fixed up using render order. seems to be working just fine. //refixed using detailattachment. definitely works better, and is probably less evil.

● Player outside of room brush near -67, -87, 6. //fixed. room 185 made larger

● Fixed physdims on all instances of desk -119

● Added a nonrendered minicrate between the two turrets to prevent them from shooting each other

● Sign 374 partially sunk in wall. //fixed

● Auto-repair unit 1067 floating, needs phys dims updated. //done

● fixed up wedge light positions around obj 159

● Sign 77 z-fighting wall. //fixed

● Sign 218 z-fighting wall. //fixed

● Wrong textures near floor to left and right of security station 91. //fixed

● Wrong textures on front of platforms under turrets 1671 and 1673. //fixed..ish

● Wrong textures near floor right of railing 1689. //fixed

● Wrong textures near floor under decal 266. //fixed

● Wrong texture on ceiling above goo 1545. //fixed

● Blank texture above object 2142.[/color] //fixed'ish, added some ceiling grates, still looks conspicuously blank

● Ducts 365, 366 hanging too low. //fixed

● Changed replicator 1435 cigs price to 8.

● Object 1320 is supposed to shake player on first arrival, but it doesn't work. //fixed; object was using a Shake stim, which doesn't respond to TurnOn signals. replaced with a ShakeYourBooty script, which does

● Weird setup on blinking light 227 where it has a second light object 230 that does the actual blinking, so the light texture doesn't turn off and on as it blinks. //fixed, put anim light on the actual light fixture

● All Cylinder Lights (-489) set to render Unlit. //fixed

● Replicator 718 doesn't display use message when frobbed. //fixed


hydro3.mis

● New obj scales implemented.

● Some goo misaligned. //fixed

● Added location/rotation to wrench 103 so it will not produce that loud whud sound once the map loads.

● Missing exit ramp from bulkhead room. //fixed

● Changed replicator 1084 cigs price to 8.


Operations Deck
Ops deck general

● Simulation computers still show up as frobbable even after being reprogrammed. Would be good to make them not do that. //fixed, made them not do that

○ SimComp locations: ops3/810, ops4/444, ops4/437

● There are several Many eggs in Ops that don't make the normal egg sound. I'm unsure whether this is an oversight or deliberate to trick the player into stumbling into them. //in any case, they have sound now

● Entire deck is devoid of decorative props (magazines, cigs, mugs, etc). Could subtly scatter some around in logical locations.

● Fixed physdims on all instances of desk -119 and -120.


ops1.mis

● Jorge at top of SHODAN auditorium, near binary digit textures. //fixed, removed the brushes

● Z-fighting on SHODAN screen pieces. //fixed, offset slightly

● One of the holographic eggs can be destroyed with a wrench after the SHODAN sequence. //fixed, moved marker 176

● One of the scrolling bar textures surrounding the SHODAN screens was accidentally set to a gray box (rrail) on the one face that it needed to be p0032y on. //fixed

● Mission tries to load nonexistent script module "cutscene". //fixed

● Open bulkhead doors 265/267 set closed. //fixed

● Door 79 doesn't open until player is practically banging their nose against it. //fixed, tripwire 80 physdims made larger

● The moving walls, when lowered during the sequence, are not lowered to the same Z coordinates, which looks slightly weird. //fixed - obj 107 open position changed to -24

● Maybe place a comp-pad somewhere to make the room less empty. //done. also added another computer console on the completely empty right side of the room (-2452 loc 37.5/-4.25/-21.25 physattach to 117 offset y -4.25 z 3). full overhaul planned for beta2.


ops2.mis

● Worm goo 905 partially embedded in wall. //fixed

● Worm goo 930 partially embedded in wall. //fixed

● Worm goo 969 backward (and when fixed, overlaps wedge light so needs to be moved over a bit). //fixed

● Replicator screen 462 needs to be pushed back slightly to be aligned with its frame. Currently floating in front of it. Also, lighting needs to be modified here so replicator screen is casting light like all the other replicator screens. //fixed (but no light yet)

● Wedge light 802 partially embedded in ceiling. //fixed

● Wedge light 810 partially embedded in ceiling. //fixed

● Three of the four terrain light textures to the left and right of replicator screen 462 need to have their edges cleaned up. //fixed

● Open bulkhead doors 451/456 set closed. //fixed

● Open bulkhead doors 452/457 set closed. //fixed

● Open bulkhead doors 808/809 set closed. //fixed

● Open bulkhead doors 468/470 set closed. //fixed

● Added doors to all toilets. also added sinks and faucets, let's at least try to pretend the place was built for human beings.

● New obj scales implemented.

● lowered the ceiling with worm pods near obj 553 so the eggs could be reached and looted.

● Objects 841, 842 hanging too low. //fixed

● Texturing error on one corner of Xerxes column. //fixed

● Made sure all bulkhead door niches have the same texturing.

● QBR activation pad too low, also flipped around. //fixed

● Pic 240 sinks into the wall a bit. //fixed

● Replicator 461 has no interior tray light. //fixed

● Changed replicator 461 cigs price to 8.

● Router 406 switchlinked to "4" decal 197 and nothing else. WTF? //fixed, deleted the link and the object

● Main elevator door too short, has no outer frame. //fixed

● Player factory 83 nowhere near any entry point into the level. //fixed, moved to bulkhead 42

● Auto-repair unit 845 floating. //fixed

● All Fluor. Lights (-488) set to render Unlit. //fixed

● pretty much all art terminals are screwed up on this level - heading mostly, and they need to be at least one pixel away from the walls to prevent bad stuff. //fixed


ops3.mis (STRIPPED)

● New obj scales implemented.

● Worm goo 1294 backward. //fixed

● Grate 1315 needs to be adjusted to not z-fight with its neighbor grates. //fixed

● At tall plant 859, it's fairly common to see AIs stuck trying to run through this point. Perhaps set it to immobile and to repel AIs? //fixed

● Egg 636 has two tripwires (629 and 575), making it able to spawn two swarms. Each tripwire should destroy the other. //fixed

● Egg 628 has two tripwires (630 and 671), making it able to spawn two grubs. Each tripwire should destroy the other. //fixed

● Grate 1316 needs to be moved down a tiny bit to avoid z-fighting. //fixed

● The hybrid in the bathroom sometimes stays still and won't attack //fixed, made sure player is not able to avoid the tripwire that makes him attack. also made him look at the player after finishing his scripted sequence, this should make sure he always spots the player and starts attacking.

● Tripwire 1268, near the bulkhead 42 entrance, triggers a sequence of explosions further down the hallway, where the player can't possibly see or be affected by them. //fixed, moved to a suitably evil location near the explosions

● Cryo barrels 1007 and 1011 spin ridiculously when shot. //fixed, set to immobile

● Marker 989 starts apparition in midair. //fixed

● Maint bot teleports in too soon near end of Bronson massacre, interrupting it. Recommend changing summon marker 821 delay from 10 to 20. Better still would be to not teleport it in plain sight. //fixed //changed back to 10, as the bot now spawns behind the double doors

● Patrol path 105 very close to obstruction. //fixed

● Open bulkhead doors 687/689 set closed. //fixed

● Open bulkhead doors 944/945 set closed. //fixed

● Jet cloud 1048/1065 goes through the wall and is visible from the mess hall. //fixed

● Added a nonrendered minicrate between the two turrets to prevent them from shooting each other

● All apparitions are now spawned floored, facing the proper direction, starting in a proper position (no T stance), and playing proper motions instead of being frozen solid.

● Modified physdims on the nearby railings so the bot won't get stuck on them.

● The bot now spawns behind the door to the mess hall, so the chances of the player getting a glimpse on the spawn is minimal.

● Desk 231 changed physdims so it would not block the player so annoyingly.

● QBR activation pad 1001 too low, overlapping frame, backwards. //fixed

● Added a little gravity to radiation leak 113, 115 particles.

● Added green light near radiation leaks 113, 115.

● Soda can 966 switchlinked to teleport trap 1301, WTF? //deleted link

● SimComp 810 shows brackets after being reprogrammed. //fixed

● Ceiling lights 1055, 1056 out of world. //fixed, brought back into world

● Ceiling light 941 out of world //deleted, made no sense to have at this location

● Near light 1236, there is an incorrect wall texture. //fixed

● Sink faucets (96) need to be adjusted slightly. //fixed

● Destroyed turret 1260 emitting steam rather than smoke. /fixed

● All bulkhead doors now have NVDoorStartsOpen script assigned and open/closed position set to 0. that takes care of the weird lighting thing that was going on.


ops4.mis (STRIPPED)

Note: Ops4 seems relatively unfinished compared to the other Ops deck maps, due to the simple, boxy level architecture, and the low amount of decorative objects. An attempt has been made to correct this by adding a large number of new deco objects, hopefully consistent with the style used by Irrational on the other maps. To allow easily removing these objects for a more purist experience, the unused property Sound/Face Motions: False has been added to all new deco objects. To remove them, highlight by property "face pos", enter command multibrush_the_highlight, delete multibrush, then reprocess the level.


● Vicinity of Bronson's last stand could use a lot more trashing of the environment. //done, trashed it good

● Worm goo 691 backward. //fixed

● Bulkhead light 807 buried in solid. //fixed

● Egg 279 has two tripwires (278 and 283), making it able to spawn two swarms. //fixed, replaced with single large tripwire

● Egg 287 has two tripwires (277 and 280), making it able to spawn two swarms. //fixed, replaced with single large tripwire

● Xerxes poetry reading announcement has two tripwires near each other (156 and 380), making it possible to trigger same announcement twice. //fixed

● Audio log 525 upside-down. //fixed

● Fluorescent lights 716, 718, and 719 need their model set to "lightred" (since the room they're in is lit bright red). //fixed

● Computer 460 (the one SHODAN sends you back to Ops to activate in the endgame), would IMHO look better nudged over to Y:-294 so the console operator wouldn't be constantly banging his shoulder into it. //fixed

● Sign 727 floating. //fixed

● Audio log 525 reveals the code to the MedSci weapons lockup, but does not add a note with the code. //fixed

● Interrogation room doors 206, 221, 224, and 227 will close while the player is still standing in the door frame. //fixed, removed the door delay prop

● Now that Rick conduits are breakable, need to set the ones near conduit 201 back to unbreakable, so players can't bash their way into areas they're not supposed to be in //fixed, set to invulnerable

● Worm piles 322, 318, 751 need physics boxes updated. //done

● Open bulkhead doors 808/809 set closed. //fixed

● Rotated grunt 319 on catwalk to spot player when entering his area.

● Ladder 624 sticks up too high. //fixed

● Console 643 physics prevents climbing on top of console 647. //fixed

● Auto-repair unit 387 floating. //fixed, moved off to side a bit so players at least have to be somewhat paying attention to spot it

● Glass 487/488 rendering weird. //fixed, changed to use a different window model

● Rising bubbles 214, 252, 642 could look a lot better. //fixed; switched to bitmap disk, tweaked, and added two more particle systems to each

● Glass 254, 258 air gap at bottom. //fixed

● Camera 294 looks silly bouncing back and forth in a tiny arc. //fixed; made arc wider, movement slower

● Light color near object 647 should match light coming from console. //fixed

● Light 724 set unrendered, causing light from apparently nowhere. //fixed, made visible and moved to a sensible spot on the wall

● Sourceless blue light near ladder 624. //fixed, created a blue fluor fixture on the wall

● Sourceless light near -62, -97, -19. //fixed, created a ceiling fixture

● Eggs 279, 287 missing egg sound. //fixed

● Added ambient sounds to objects 75, 83, 642, 262, 1395 (new object, near 634).

● Made most square ceiling lights into omni light/spotlight pairs (to match how these fixtures are used on ops3)

● Added some colored lighting near lights 210, 207, 213.

● Searching all the empty lockers in the two bunk rooms is tedious and unfun. //fixed, replaced empty lockers 141, 144, 149, 137, 136, 132, 134, 363, 366, 367, 368, 371, 398, 401 with broken lockers (roughly half the empty ones).

● Seems a bit gamey that the lockers only contain useful items. //fixed'ish, added cigarettes to locker 131, chips and vodka to locker 400

● Egg 704 missing egg ambient (probably on purpose). //fixed, but lowered default radius

● No visible light sources in room near object 270. //fixed, added a few ceiling lights

● SHODAN email triggered by doors 675, 678, 239 can easily end up talking over Xerxes announcement triggered by tripwires 156, 380. //fixed, deleted tripwire 380, moved 156 over near bot 325 and put it on a 5-second delay so it's less obvious where the trigger is.

● Room for door 250 doesn't block generator sound when closed. //fixed, sound coming in through window, added door property to window so it only passes sound if window broken

● Subdivided physics of console with pipes 253 into three separate objects for more realistic collision.

● Light 618 floating away from ceiling. //fixed

● Monkey 307 missing a collision sphere and various other physics config screwups. //fixed

● Destroyed turret 337 spraying steam //fixed, wafting black smoke now

● Sourceless lights in bunk rooms. //fixed

● Sourceless light in room with object 102. //fixed

● Assault rifle 407 floating. //fixed, added wall hooks

● Most double doors open too late to prevent player bumping into them. //fixed, elongated door triggers

● Ambient sound 481 cuts out when player enters any adjacent rooms. //fixed, increased radius

● SimComps 437, 444 still show up as frobbable after being reprogrammed. //fixed

● No footstep sounds when walking/jumping on plant beds 396, 397. //fixed in gamesys

● Made lights 336, 621 flicker.

● No sound in niche with conduit 199. //fixed

● Terribly-tiled Regenerator screen in QBR. //fixed, added object sign 1305 over it

● Permanently open doors 157, 158 marked as closed. //fixed //blocking planes still visible // should be fixed now

● Security glass 562 has unneeded transparency prop and render type unlit. //fixed, deleted both

● Holding cells control room near window 562 currently completely empty. Could use some some props added-- a desk, chair, maybe a magazine. //done

● New desk 1331 physdims need correcting. //fixed

● Holding cells control room has light from no visible source. //fixed

● Possibly place a grating or some cables in the very unsafe floor gaps near lift 572. //done

● Some sound should play when tripwire 662 activates force bars behind player. //fixed, also added shutdown sound

● Added two-second delay from time player enters trap cell 662 until worms spawn. Now players have time to hear bars turning on, turn around, realize they're trapped, and THEN hear the worms spawning behind them.

● Added ambient electrical sound to trap cell. Sound shuts off when junction box busted.

● Flickering lights in trap cell should shut off when junction box busted. //fixed

● Square ceiling light up in maintenance niche makes no sense. //fixed, replaced with cylinder light 1560

● Shouldn't be able to search bodies 434, 544, 546 from outside cells. //fixed, set lower Max Pick Distance

● Glitch in looping audio when riding lift 572. //fixed, was passing between rooms with different EAX types

● No visible way to open/close bars to the cells in the holding area. //fixed, added working control buttons

● Lighting near turret 328 makes it look really ugly. //fixed, was another sourceless light, created a proper ceiling fixture nearby

● Card slots 619/620 pre-unlocked. Where's the actual key? Maybe require key be found on Hard/Impossible? //v47: it's obj 901 on eng1. even though it's on a very visible corpse, some players do tend to miss it for some reason (maybe that hiding in the plain sight thing). no arguments against requiring the key on hard+ //zb: made the card slots locked, placed a duplicate security key in desk 1331 near the holding cells; that seems like a decent compromise

● Ceiling swarmer pods fixed with new flipped models.

● QBR activation pad too low, also flipped around. //fixed

● Physics wrong on doors 98, 99, 566, 567. //fixed

● New obj scales implemented.

● Updated turret physics models.

● Corpse 546 and/or 434 should be changed to corpse from a different deck so not everybody in the holding cells is from Ops. //fixed, changed 546

● Incorrect texture underneath walkway under light 229. //fixed

● Two incorrect textures above door 98. //fixed

● Two incorrect textures near corpse 528. //fixed

● Most double door alcove texturing sucks. //fixed as much as possible

● Tech screen in the upper right corner near obj 499 badly positioned. Recommend p0039. //fixed

● Tech screen in the lower left corner near obj 226 completely wrong. Recommend p0032. //fixed

● Texturing behind conduit 199 just blank grey. //fixed as much as possible

● SimComps 444, 437 show brackets after being reprogrammed. //fixed

● Changed replicator 461 cigs price to 8.

● Card slot 493 displays card needed message in a nonstandard fashion. //fixed

Recreation Deck
Rec deck general

● Add notes for each art terminal code when respective terminal is frobbed. //done

○ Code art locations: rec1/78, rec1/79, rec2/211, rec3/117


rec1.mis

● Applied new obj scales.

● Fixed many instances of door and window frames not displaying correctly due to brush time errors.

● Door set 1922/1923 not centered on hallway. //fixed as much as I could. still looks a bit weird

● Door set 1363/1484 not centered on hallway. //fixed as much as I could. still looks a bit weird

● Frame brushwork around bottom of screen 248 messed up. //fixed

● Can hear egg in unconnected room from near screen 248. //fixed

● Worm goo 388 partially embedded in wall. //fixed

● Light switch 713 doesn't make any sound or change state. //fixed

● Worm goo 379 backward. //fixed

● Worm goo 537 backward (and sunken in wall when flipped around). //fixed

● Apparition 1015 has no dynamic light. //fixed

● Decals 98 and 522 swap render order depending on view distance. //fixed

● Decals 532 and 528 swap render order depending on view distance. //fixed

● Egg 886 not searchable. //fixed

● Misaligned textures on the main elevator. //fixed. bloody mess

● Open bulkhead doors 470/473 marked as closed. //fixed

● Open bulkhead doors 467/468 marked as closed. //fixed

● Open bulkhead doors 658/661 marked as closed. //fixed

● Frame for doors 1580/1582 too short. //fixed

● Sign 663 not straight, partially sunken in wall. //fixed

● Blood 532 not straight. //fixed

● Bullet holes 334/335 floating off wall. //fixed

● Z-fighting on interior elevator doors. Looks like one of them is off-center and closing too far. //fixed

● Z-fighting on interior central shaft elevator doors. Ditto. //fixed

● Texture glitch in corner near chair 696. //fixed

● Replicator 425 brushwork off-grid, some wrong textures. //fixed

● Out of room error near -155, -300, 8 //v47: quite a few of those around, but as the risk of messing up the sound propagation at other places when changing room brushes is quite high, I'm leaving such places alone unless they are really obvious and immersion breaking. just as with TFix, I'm leaving this for the second round of fixing (beta2).

● Out of room error near -19, -361,-14 //fixed, this one was easy/safe enough

● Light 367 need animated light offset changed to Z:2.7 //fixed

● Sink 350 floating. //fixed

● Sink 199 floating. //fixed

● Conduits near 639 not aligned. //fixed

● Brush visible out window 695 needs to all be skyhack.//fixed

● Floor behind hatch 626 should have a different, non-carpet texture.//fixed

● Inconsistent texturing of crew quarters shower stalls. //I think I've already fixed some. not sure whether I want to do more

● Pump sound 557 not blocked by nearby doors. //fixed, cleaned up room brushing and gave window 283 door property so it only passes sound when broken

● Added sparks when battery inserted into aux power receptacle 807.

● Recharging station 809 light offset incorrect. //fixed

● Grates 2128, 2129 larger than open vents they're laying near. //fixed

● Duct wall frame near grate 2129 protrudes into room, is larger than opening at other end . //fixed

● Omni lights 714, 799, 1361 (under spotlights 404, 711, 714) in gym don't turn off when power goes out. //fixed, had BaseLight script twice via inheritance

● Worms piles 1524, 1526, 1527, 1528, 1531 need physics updated. //fixed

● Nonstandard tops and lighting on grav shafts 422, 423. //fixed

● Transmitter control computer 89 can be activated multiple times. //fixed, replaced with new object 1605 that has all props copied to archetype, allowing frobbability to be disabled with a metaprop

● SHODAN says transmitter will draw power from Xerxes, but there are no external cables running to the transmitter-- it appears to be self-powered. //fixed, added nearby wiring access panel and cable running to it

● Tech screen misaligned near egg 264.//fixed

● Added doors to all toilet stalls

● Fixed the bloody mess that were the lifts.

● Moved the swarm spawn points from the broken lift so the spawned swarms would actually be able to track the player

● Cortez looks around, says "Shit!" and runs (to the player's) left, then we hear some bot shots that kill him. We should be able to see the shots, maybe even the droid itself chasing him. //fixed, added some droid laser shots coming from the right

● Cortez shows a targeting bracket. Probably shouldn't. //fixed, added negative pick bias

● Light 601, 607 floating. //fixed

● Lights 316, 400 should be higher so player can't jump through them. //fixed

● Duct 634 spins weightlessly after first scripted explosion, needs Rotation control set. //fixed

● Bent pipes 981, 991 floating. //fixed

● Computers 312, 314 too low. //fixed

● Cameras 144, 322 floating. //fixed

● Sourceless light near 1458. //fixed, moved away from walls

● Missing door in niche near 1367. //fixed

● Missing door in niche near 94. //fixed

● Missing door in niche near 1431. //fixed

● Railings 186, 187, 200, 202, 203, 204 sunk in floor. //fixed

● Tweaked position/texture of light niche above chair 429 to better match ceiling.

● Trigger delay 2085, linked to map location 2082, WTF? Seems to do nothing.

● Room with med bed 457 could use a door niche. //fixed

● Niche around battery slot 807 too small. //fixed

● Wedge light 247 embedded in wall. //fixed

● Main elevator room brush extends far outside elevator, very bad for object elevatoring! //fixed

● Main and Rec-to-Command elevator doors close too soon. //fixed, were set to 4 seconds instead of default of 10

● Rec-to-Command elevator button 512 has a delay on the door sets, unlike all other elevator doors. //fixed, just set the delay to 0 rather than try rewiring things

● Elevator doors 1498/1499, 1500/1502, 1503/1504 have no floor track, no door frame, inconsistently offset into wall, open slowly. //fixed

● Button 664 backward. //fixed

● Tripwire 399 to broken door 1489 too small. //fixed, also made door open a tiny bit

● Widened doorway for doors 1580/1582 and 1363/1484 so they're cropped less.

● Pipes 259, 1341, 1359 and surrounding railing penetrating wall (in a bad way). //fixed, cut out a niche for them

● There should be a sound effect when the basketball court power goes out. //fixed

● Add unused scoreboard object -1372 to basketball court. //done

● Backboard 1070 floating, physics model too large. //fixed

● Basketball court lights 401, 402 hang down so far near hoops that they'd always be getting hit by basketballs. //fixed, moved up

● Make code art terminals 78, 79 add their code to the notes. //done

● Make transmitter controller 1605 replace individual code notes with a single note for the entire code. //done

● Sourceless light near -11, -493, -6. //fixed, was already a light niche there, hidden by too early brush time

● Height and texturing of lockers near bench 1113 don't match. //fixed

● Pipe 914 snags player if you try to pass under it uncrouched. //fixed

● Basketball easter egg tripwire 1369 very difficult to trigger. //fixed'ish, made a bit larger

● Added QBSet 1628 to set new qvar "CourtPower" when basketball court power restored (there was no qvar tracking this!)

● Can activate transmitter 1605 before basketball court power is restored. //fixed, can enter code with power off but transmitter will only activate with power restored

● Rail niches for lifts in rec area too wide. //fixed

● Inconsistent button and signage placement for lifts in rec area. //fixed

● Explosion emitter 787 unused. //deleted

● Broken lift 1987 has two non-functional explosion emitters 758, 760. //fixed, were both missing NoPhysics flag. Moved and adjusted timing to fit in with sequence.

● Broken lift 1987 setup needlessly complex, using destroy traps on tweqs instead of letting them destroy themselves. //fixed

● Broken lift 1987 sequence spawns two swarms from one egg. //fixed

● Broken lift 1987 spawns swarm even if you destroy swarm pod 776 first. //fixed

● Unused wedge lights 630, 1396, 1548 in solid. //deleted

● Area around central elevator to command only has a single room brush. //fixed, area now properly room-brushed

● Niche for window 815 too shallow, forced to overlap wedge cut-out region. //fixed

● Camera 322 doesn't rotate. //fixed, was set to rotate 360 degrees but apparently that doesn't work

● Door tripwire 1418 too small. //fixed

● Unused door niche and room brushes in solid near 28, -243, -8. //deleted

● Pump 352 moving parts cast static shadow on wall. //fixed, set initial joint positions to inside model

● Would be cool if you could faintly hearthe unused Cortez message being played after powering up the transmitter. //done


rec2.mis

● Applied new obj scales.

● Worm goos 328, 329, 338, 340, 515 backward. //fixed

● Worm goo 510 not oriented to its surface so partially sunken. //fixed

● Texture misalignment on wall behind light post 952. //fixed

● Cereal box 1127 sinks into ground; bounding sphere too small. //fixed

● Peas 1120 floating above countertop. //fixed

● Corpse 445 needs rotated so head doesn't intersect ground. Recommend heading:7bb0. //fixed

● Retexture snow piles near fridge door 1102 with hydro_1/white (a snow texture under SHTUP) instead of m_gry3. //fixed

● Texture on convex wall corner left out of main elevator needs tiling corrected. //not sure what do you mean

● Security console 209 way too high on wall. //fixed

● Replicator w/ screen 492 missing top, needs texture behind screen replaced with m_gl. //fixed the cut off top

● Kitchen floor tile misaligned chunk through door 245. //fixed

● All wedge lights have been set to render/normal

● Brushes visible out window 276 need to all be skyhack. //fixed

● Open bulkhead doors 382/384 marked as closed. //fixed

● Open bulkhead doors 385/391 marked as closed. //fixed

● Open bulkhead doors 396/400 marked as closed. //fixed

● No sound propagation from dance floor (near 417) to observation window. //fixed

● No sound propagation from room brush 148 to 149. Recommend changing 148's depth to 1.5. //done

● Floor texture alignment issue near railing 343. //fixed

● Sign 689 sunk in wall. //fixed

● Wall object 306 doesn't tile correctly with surrounding terrain wall. Terrain wall needs to be U:100. Also wall tiling around entire dining area perimeter needs corrected. //fixed

● Camera 237 doesn't sweep, doesn't trigger alarm when spots player. //fixed. also made it NOT spin around 360 degrees, as it looked just silly.

● Light 1055 not centered over its doorway. //fixed

● Carpet texture alignment glitch near light 1055 (on other side of door). //fixed

● Sign 690 floating in midair. //fixed

● Eggs 698, 699, 704 don't open when triggered (also there's a visible teleport effect when their grubs are spawned). //fixed

● Bathroom for toilet 1274, ceiling texturing inconsistent with other bathroom across from it. //fixed

● Wall texture track for lift 2235 should be made consistent with texturing used for lifts in MedSci. //fixed

● Repositioned a bunch of lights around obj 240, also added render order prop on the windows so they do not disappear when viewed through the nearby railings.

● Conduits from 274 not aligned correctly. //fixed

● Maintenance niche for floor hatch 430 should be something other than carpet. //fixed..ish?

● Ladder 402 (laying on ground) difficult to walk across. //fixed

● Added doors to all toilet stalls, also sinks near obj 159 and 1331

● Texture offsets modified around the koolaid wall so the object would fit in smoothly

● Light 1055 off-axis. //fixed

● Light 225 supposed to be representing all light from a huge "light" texture. //fixed, added another light source

● Object 380 floating away from wall. //fixed

● Carpet texture abutting grass texture near lights 71, 1055, 1053. Would IMHO look better with a different texture separating grass from door rail. //fixed, added drainage grills

● Plants 1207, 1208, 1282, 1262, 1263 could use some pipes holding them up. //fixed, also set to cast shadows

● Floor texture scale discrepancy near light 420. //fixed

● Duct 1115 doesn't reach wall. //fixed

● Duct 1115, 1116 z-fighting. //fixed

● Room with object 195 missing fluor light fixture. //fixed

● Conduits 274, etc, not aligned. //fixed

● Lift 2235 rails go too high, texturing of bottom niche messed up. //fixed

● Button 146 too high. //fixed

● Missing railing near railing 161, but no railing on floor below. //fixed

● Steps leading up to chair 449 not symmetrical. //fixed

● Ceiling texture tiling error near light 124. //fixed

● Air brush around light 1064 too short. //fixed

● Ceiling height in garden tunnels changes at light 1059. //fixed

● Texture alignment on wall facing plant 1270. //fixed

● Doors 1470, 1474, 1475, 1476 have no floor/ceiling tracks. //fixed

● Eggs 297, 2026 and corpse 1096 highlight through locked door 1475. //fixed, moved to a blue room and teleport in when door unlocked

● Deleted tripwire 504 for egg 297, made tripwire 2024 open both 297 and 2026.

● Graves dug for corpses 453, 459, 1092:

○ Bottoms of graves would make more sense as dirt instead of grass and leaves. But there's no dirt terrain texture //fixed, added a dirt texture

○ Where did the dirt from all these graves go? No dirt piles nearby. //fixed, added dirt piles (and a shovel)

○ Graves are too perfectly symmetrical and identical. //fixed, made more sloppy-looking

○ Every corpse is identical. //fixed, mixed up the genders, poses, and decks

● Garden pit with bodies 440, etc would make more sense textured as dirt instead of grass. //fixed, and smoothed out corners with some extra wedges

● Grates 433, 439 much larger than the holes they're supposed to cover. //fixed

● Card slots 623, 1004 too low. //fixed

● Conduit 102 doesn't reach wall. //fixed

● Camera 232 doesn't rotate, pointed at wall. //fixed

● Something wrong with room brushing in garden area, can clearly hear midwives in the tunnels even when outside. //fixed, can now only hear midwives from outside via the grate trap hole

● Door 1461 missing frame, not centered on hallway. //fixed

● Niche missing fluor light above 464. //fixed

● Missing fluor lights above 689, 691. //fixed

● Security comp 209 too high. //fixed

● Lights 280, 281 hang ridiculously low. //fixed, replaced with fluor lights set up same as other fluor lights in this area

● Is possible to get in hidden area at -30, -60, -5 with high agility and a speed hypo. But there's nothing in there. Should add body with some minor loot. //lighting and a speed hypo added, now just need the body

● Email 508 ("Babies must sleep. Babies must rest.") triggers on entering room brushes 71 and 146, which are nowhere near any eggs. //fixed, moved to room brushes 104 and 115, the two entrances to the maint tunnels where the eggs are. This email also triggers in an optional but very likely to be visited area on Hydro deck, so this will probably never be heard on this deck anyway

● Email 503 ("Mistrust is the tyranny of the individual.") triggered by tripwire 587, in same room brush that email 508 was moved to. //fixed, moved trigger to room brush 71 (that formerly triggered email 508).

● Pipe 572 clips into railing 514. //fixed

● Eggs 105, 551, 555, 564 (maintenance tunnels) have their tripwires set up for approach from only one direction. //fixed

● Inconsistent ceiling texture in room with object 1138. //fixed

● Weird narrow gap in terrain near -250, -83, -6. //fixed'ish, put some pipes in the gap, also added a dim light because it's so dark back there

● Doorway for double doors 1458, 1460 could be widened so doors aren't so egregiously cropped. //done, also fixed carpeting across gap

● Mist 349 needs particle texture upgrade. //fixed

● Replicator 487 missing wedge cutout on upper-left. //fixed

● Sign 1694 floating. //fixed

● Make code art terminal 211 add its code to the notes. //done

● Pipe 1525 has a rotate tweq on it for no apparent reason. //deleted

● Camera 237 floating. //fixed

● Column and light niche brushes near camera 237 not symmetrically placed. //fixed

● If you mantle over table 305, can get stuck behind it. //fixed

● Lights 224, 1562 providing the only light sources for two very large "light" textured surfaces. //fixed, added additional lights so the illumination is more evenly distributed

● Window 279 missing frame. //fixed

● Window 309 angle wrong, placement in frame doesn't match window 204. //fixed

● Dining area trap triggers 8 seconds after entering room brush 46, which is about 10 times longer than the player needs to get to the door that the trap locks. //fixed, changed trap 761 delay from 8 seconds to 0.5

● Dining area trap screws up if player pushes button 146 before the trap activates. //fixed, made lower dining area room brush containing button also activate trap

● Lights 156, 906 are set up to turn off as part of dining area trap, but don't. //fixed, had the BaseLight script duplicated

● Tripwire 1324 linked to nothing. //fixed, adjusted control flags and linked to nearby door 245 so player can exit kitchen through this door even when dining area trap active

● Redundant tripwire 1380 for door 1342. //deleted, adjusted tripwire 1322 to cover both sides of door

● Glitch in audio when riding lift 2235. //fixed, was moving between rooms with different EAX settings

● Sourceless light above lift 2235. //fixed, added an overhead fixture

● Floor tube lights 301, 317 use a different model from all the other floor tube lights in the level. //fixed

● No door for conference room 198. //fixed

● Screwy sound propagation around security office 307. //fixed, only had to create a dozen more room brushes to do it

● Breakable window 1563 doesn't attenuate sound when unbroken. //fixed

● Light 292 floating. //fixed

● Ladder 89 not centered on opening. //fixed

● Room brushes "em 0503" and "em 0508" generate mono warning due to not actually sending email. //fixed, moved from under EmailRoom to OnceRoom


rec3.mis

● Open shops and shops closed by "blast doors" (just a pasted-on texture) have different door styles, giving the mall a disjointed feel. Attempted to give all shop doors a unified style.

● Applied obj scales.

● All wedge lights set to render/normal.

● Spilled soda 247 hanging partially off countertop. //fixed

● Wall damage 373 clipping into surrounding walls. //fixed

● Under wedge light 2029, section of misaligned carpet texture. //fixed

● Plant 1330 laying sideways on its leaves looks ridiculous. //fixed

● Fluor light 370 backward. //fixed

● Psi booster 233 floating. //fixed

● Card slots 258, 262, 265 backward. //fixed

● Wedge wall light 236, 1541, 1581 terrain niches have carpet texture on one side. //fixed

● Pipe 1661 leaves another intersecting pipe end hanging in space. //fixed

● Open bulkhead doors 73/79, 471/472, 584/587 set as closed. //fixed

● Door 1571 gives invalid position error. //can't see the error, but the door was flipped so I've fixed that

● Texture alignment error in ceiling above replicator 2043. //fixed

● Partially-constructed steps near bar stool 1573. //fixed (some steps were already there, but wiped out by an air brush)

● Ceiling brush light above light 370 needs a better texture, shallower niche. //fixed, stuck a fluor. light fixture in there

● Door tripwire 301 can be walked around, physics model needs to be wider. //fixed

● Lights 88/994 not centered over door brush. //fixed

● Added doors to all toilet stalls, also small sinks to the cells at the security checkpoint

● Screwy texturing in QBR 294. //fixed

● Theater concession counter (near 233) wall gap too narrow for player to walk through, but AIs can walk through it. Looks like a bit of the counter end could be shaved off without making it look weird. //fixed; shaved off 0.20, if I try more, it looks weird.

● Texture alignment on movie theater seats screwed up in a few places. Brushwork is weird... looks like a theater for people whose legs end at the knees. //fixed as much as possible without redesigning the area completely

● The theater projection screen needs to be sorted out somehow - the default placement makes it look misaligned when hires textures are used. maybe we should use the ADaoB solution for this one (movcen/movsides), even though it would mean including a couple of more custom textures. //fixed up slightly.

● Texturing of step fronts leading up to sensual stim units. //fixed

● Light 1833 not centered over door frame. //fixed

● Light 1817 not centered in niche. //fixed

● Brush light near 213 needs to be replaced with object light. Also the brush light inside the security station. //done

● Sound partial dead spot centered in door leading to security station. //fixed

● Sound dead spot near camera 161. //fixed

● Slot machines 1478, 1459, 1462, 1455 too high; should be at floor level or barely elevated. //fixed

● Ledge containing slot machines 211, 459 too narrow; should push wall back a bit. //done

● Weird unused doors slots(?) at -246 -299 -8. //unweirded

● Bathroom door niches missing doors. //fixed //the added doors are functional, which alters the play space; made them stuck open

● Texturing/brushwork on lockers near grenades 1940 all messed up. //fixed, had to change to a different texture

● Door 1572 doesn't pass audio when open. //fixed, room brush issue

● Egg tripwires 508, 523 too large, trigger before player even opens door. //fixed

● Strip of wrong ceiling texture above bench 1285. //fixed

● Sourceless light above 893. //fixed, a light niche air brush already existed, but was stranded floating in air

● Patrolling bots getting stuck on bench 1283. //fixed, adjusted position of nearby AI-repelling plant

● Blinking anim light 88 causing door 971 to change brightness on other side from light. //fixed, removed blinking

● Room brush dead spot near camera 161. //fixed

● Added omni light in movie theater near screen that animates in sync with "projector" light, creating the illusion that the screen is reflecting light back into the theater.

● Dimmed internal light of broken replicators.

● No deco in Narco Stims shop (156). //fixed, added a "No Guns Allowed" sign

● No deco in DigiMedia shop (260). //fixed, added a "Sonik Tooth" sign

● No food (or lighting) in Quickfoods shop (241). //fixed, added a couple of overhead lights and turned the large empty niche into a fridge

● Floor texture in Quickfoods shop is a wall texture in the rest of this map. //fixed, changed to a more appropriate texture

● Anim lights in stim unit area could use an upgrade to use smooth pulsing. //fixed

● Light 365 needs Unlit property removed. //fixed

● Security camera tech screen near 1007 misaligned. //fixed

● Strip of wrong texture on ceiling near 672. //fixed

● Door 1430 closing sound gets cut off. //fixed, room brush too small

● Replaced wedge light 242 with hanging light 1194 for better consistency.

● Fake door near -220, -360, -8 would open to a room overlapping another already existing room (which does not have a back door). //fixed, deleted it

● Doors 1576, 1577 not lit equally. //fixed

● Rotating mall signs ping-pong instead of wrapping. //fixed in gamesys

● Sourceless ceiling light near 259. //fixed

● Hanging plants 1319, 1334 embedded in ceiling. //fixed, lowered and added vertical pipes as supports

● Xerxes Christmas shopping announcement triggers twice. //fixed, also added delay so trigger location isn't so obvious

● Security camera 83 doesn't rotate. //fixed

● Make the unhacked NarcoStims replicator (757) dispense the rare hypos (strength, speed) instead of cigs, grenades? //done; used prices from eng2 replicator (485) for strength hypo; speed hypo not available at any other replicators so used slightly lower cost than strength; verify that Timed Grenades are available at some other replicator

● Would be nice to toss a couple of the unused heart-shaped pillows (-1398) in the Sensual Stim Units area. //done

● The extreme ramps near the movie theater could use hand rails on the walls. //fixed

● Changed replicator 757 cigs price to 8.

● Make code art terminal 117 add its code to the notes. //done

● Light 396 floating. //fixed

● Rail 121 floating off the wall a bit. //fixed

● Rail 1765 penetrating slot machine 134. //fixed

● Holding cell lights 155, 1051 not in similar positions in each cell. //fixed

Command Deck
command1.mis

● Buttons 686, 722, 723 backward. //fixed

● Shuttle shields 278, 279 can be walked through. //fixed; had no physics model, most likely because the shields are elliptical and Dark doesn't support elliptical collision models. placed two overlapping invisible sphere physics objects inside the shield. Also enlarged the shuttle bay so that the player can still get around now that the shield is actually physical; added some more wall/ceiling lights to compensate for larger room.

● Shuttle shields 278, 279 hard to see. //fixed, added extra light property, made use additive alpha

● Shuttle shields 278, 279 could use the "shield" sound effect. //fixed

● Shuttle 2392 collision model sucks. //fixed, divided physics modelling for shuttle between two objects instead of just one, so now the nose region can be narrower than the main body; unfortunately this also means that each object has its own hitpoint pool for destroying the shuttle, but the shuttle has so few HP that it hardly matters

● Shield generators 285, 315 bounding boxen way off. //fixed

● Egg 759 not destroyed by shield overload explosion if it hasn't already opened. //fixed

● Shuttle bay force fields 1296, 1297 can be walked through. //fixed, added collision box

● Floor arrows 1287 and 1288 hanging partially off ledge, could use aligning with each other. //fixed

● Med bed 2319 needs to be flipped around so the activation key is facing into the room. //fixed

● Bulkhead door 331 needs to be moved down to Z:-36.9 to match corresponding door on command2.mis side. //fixed

● Recommend deleting or moving female corpse 108. It has no loot, and is most likely an accidental multibrush clone of Delacroix's corpse in the cargo bay right next to it. //fixed

● Corpse 392 in cargo bay named "Delacroixbod", but Delacroix loot actually placed on different body in same cargo bay, corpse 91. //fixed, deleted "extra" body and gave its loot (broken gun and ammo) to actual Delacroix

● Delacroix corpse 91 has a psi hypo. This makes no sense since she doesn't have a psi amp. //fixed, moved the psi hypo to the empty crate near her

● In the shuttle control area, there are keycard readers (80, 81) on the inside of the shuttle bay access doors, but no way to open the doors from the other side if you haven't already unlocked them. //fixed, added buttons to open inner doors 242, 804, which you can't reach unless you've already used the shuttle bay keycard to get through the outer doors

● Door 2052 motion sound ends before door finishes opening/closing. //fixed, sped up door a little bit

● Jorge in Shuttle Bay 2, on left and right side of bottom lip under windows that look out over the shuttle. //fixed

● Door 71 has vis blocking plane. //fixed, was set as closed instead of open

● Window 1180 laying flat instead of placed in its terrain niche. //fixed, looks like original author gimbal-locked it and gave up

● Added animated dynamic light to Korenchkin psi wall 1270.

● Cleaned up sloppy brushwork/texturing in bulkhead (near sign 335).

● Near button 200, missing corresponding (nonfunctional) button on the other side of the door. //fixed

● Anything tossed into the "up" umbilical gravshaft is lost forever. //fixed, objects now elevatored to rick1.mis

● Very easy to overlook view of Rickenbacker through window 1180 because it's so dark. Recommend adding some blinkenlights along the shaft to draw attention to it. //fixed, added blinky lights; Too bad the view looks nothing like the umbilical shown in the intro.

● Wall pods 2348, 2349 need to be replaced by a proper goo pod (currently is grub pod with a goo script slapped on it) to avoid issues. //fixed

● Grav shafts to Rickenbacker are spaced farther apart than on rick1.mis. //fixed, made spacing consistent

● Tram wedge lights 545, 563 placed in solid space. //fixed, moved down so they're visible

● Eggs 1030, 760, 2351, 889, 605, 2352, 464, 1520, 1184, 759 missing egg ambient sound. //fixed

● Shuttle bay overhead lights hang too low for shuttle to take off without smashing into them. //fixed, replaced with shorter hanging lights

● Door 2052 closes on player. //fixed, deleted Door Timer Duration

● Tripwire 415 in Rickenbacker up shaft seems to do nothing. //moved out of shaft path

● No QBR in this level. //fixed, added a broken one to explain why such a big level has no QBR (might delete later, this is a pretty big addition)

● Log 2380 very easy to miss behind swarm pod. //moved to the right a bit so it's more visible

● Spiders 791, 792 leave a solid invisible object where they start patrolling. //fixed, somehow had physics submodels set to 3 instead of 2

● Cargo Bay A doors open too far, not perfectly aligned in niches. //fixed

● Cargo Bay A doors will close on player. //fixed, removed door timers and replaced with a set of tripwires; can still close on player if they stop precisely between the close tripwire and the crush-prevention tripwire, but at least it's better than before

● Cargo Bays A & B (as referred to in Delacroix email to you), incorrectly given signs "Shuttle Bay 1" and "Shuttle Bay 2". //fixed, created new sign graphics/models cargo_a & cargo_b and assigned to existing signs 371, 661, 674, 675, 952, 953.

● Shuttle Bays A & B incorrectly given signs "Shuttle Bay 1" and "Shuttle Bay 2". //fixed, created new sign graphics/models bay_a & bay_b and assigned to existing signs 930, 948, 954, 955.

● Could use a couple of "Cargo Bay" floor arrows to hopefully catch players trying to find Delacroix in the Engineering cargo bays. //added next to "Shuttle Control" floor arrows 624, 625

● Texturing of shuttle bays doesn't match the texturing of the other shuttle bays in the game. //fixed'ish

● Doors 242, 804, 839, 841 setup with card readers and buttons and auto-open triggers is rather problem-prone. //fixed, set them up like normal locked doors with card readers on both sides of all doors.

● Shield generator 315 highlights as frobbable. //fixed

● Looking at shuttle 2392 with shield up displays "Shielded Shuttle", but not consistently. //fixed, was sometimes casting past shield and showing look string for the shuttle even while the shield was up, so just changed the shield name so it consistently displays "Shuttle" regardless

● Destroyed shuttles could use some black smoke wisping off them. //added, yeah!

● Plant beds 144, 150 can be walked through by AI. //fixed, set to block pathfinding

● No hall lights near sign 439, though there logically should be. //fixed, added some inactive lights

● Broken replicator 359 doesn't display failed use message when attempting to use. //fixed

● Replicator screen 364 has joint tweq on it for no apparent reason. //deleted

● Dynamic light added to Korenchkin psi wall should be moved to archetype. //done (actually replaced with a different, less goofy object)

● Comp-pad 151 a bit too high. also a small triangle with an incorrect texture on the ground right under it. //fixed

● Light 873 doesn't really fit between the grav shafts. //fixed, moved to top of grav shafts like it is in the other cargo bay

● Wrong texture under object 151. //fixed

● Main elevator off-grid, not centered on elevator door. //fixed

● Main elevator doors open too far, close too quickly. //fixed, were set to close after 3 seconds instead of the standard 10

● Main elevator has no room brush of its own. //fixed

● Immobile big grey TriOp crates don't cast shadows. //fixed

● Korenchkin psi wall 1270 makes no sound when hit. //fixed, this object was completely jacked up; apparently originally intended to be a door that opened and closed under script control, but they couldn't get it to work, so they just teleported it in instead; replaced with an invulnerable version of the standard psi wall


command2.mis

● Player factory marker should be moved to start of level where it belongs. //fixed

● Buttons 271, 471, 1017, 1018, 1037, 1038, 1039, 1057 backward. //fixed

● Worm goos 1380, 1381, 1382, 1384, 1385, 1386, 1389, 1390, 1391 backward. //fixed

● Worm goo 1352 floating away from wall. //fixed

● Worm goo 1284 partially embedded in wall. Geometry here means it's probably not possible to lay flat. Recommend replacing with a Worm Goo 4 (-2501) flush against the ceiling. //fixed

● Cleaned up sloppy brushwork/texturing in bulkhead (near sign 308).

● Door 296 has vis blocking plane. //fixed, was set as closed instead of open

● Added brush light near spotlight 245 to light up its niche.

● Escape pod 301 jumps to a slightly different position when it launches. //fixed, precisely centered pod and its elevator paths in the launch tube

● There's an inescapable pit that can be reached by mantling the ledge near wrench 270. //fixed, deleted the pit brush

● Compad 1468 at knee-level. //fixed, moved it and the screen above it up to more waist-level-ish.

● Modified windows 546, 1978, 1979 to block sound while intact, pass sound when broken.

● Modified worm piles 620, 623, 648, 793, 791, 792 physics model from sphere to 2.25x2.25x0.5 box so player can walk over it.

● Added dripping water to showerhead 236.

● Replicator 649 off-grid, top chopped off by an air brush. //fixed

● All lifts around master lift could use rails in the wall, for consistency and to more clearly indicate which floors each lift moves between. //fixed

● Level starts with three protocol droids patrolling in upper officers' quarters area. This is profoundly obnoxious to listen to while exploring the lower area. //fixed, now teleports the droids in when the player climbs the ladder to the upper quarters

● Upper officers' quarters area doors have multiple issues: some open too slowly, some missing room brush for door slide niche, some have incorrect trigger setup, some don't open to correct position. //fixed

● Private room near desk 2279 has no personal effects locker. //fixed, made locker niche and added broken locker

● Private room near chair 2091 has no personal effects locker. //fixed, made locker niche and added locker containing loot that was laying on floor

● Windows 1477, 1962 in center of upper officers' area quarters; none of the other three bunk rooms have glass in the center. //fixed, majority rules, hid the windows

● Lifts 2148, 2150 backward, elevator path nodes too high. //fixed

● Button-operated doors 1069, 1016, 1019, 470 never close/cannot be closed after player opens them. //fixed, now close automatically

● Cigs 428 embedded in wall. //fixed

● Champagne bottles 425, 426 supposed to be standing up, fall over in game mode. //fixed

● Replicator 649 has part of its top erased. //fixed

● Tommy and Rebecca and a rumbler all hanging out in that tiny medical bay at the start of the level makes no damn sense. //fixed-ish, added an open ceiling vent to suggest that's where the rumbler came from

● Tommy Suarez (1948) visible standing still during cutscene. //fixed, out of player view until he starts moving now

● Teleport trap 1552 teleports rumbler in embedded in floor. //fixed

● Trigger delay 160 waits longer than necessary to teleport rumbler. //fixed, changed delay from 30 to 20 seconds

● Door 145 has no guide rails. //fixed

● Lift 2170 should start raised, to correspond with Tommy and Rebecca having just used it. //fixed

● Water sounds 192, 193 come from wrong speaker when walking past them in a certain spot. //fixed, room brushes were all hosed up

● Pipe 1947 invisible. //fixed, centerpoint was in solid

● Wedge wall lights 1941, 2017 above hallway in solid. //fixed, brought them back into world, but broke them so they don't cast light

● Enhanced Tommy & Rebecca escape pod launch. Added door 837 closing as player approaches, pod engine exhaust, animated light from engine exhaust, and player shaking as shuttle launches.

● Auto-repair unit 2217 floating. //fixed

● Most console stations on the bridge have screens where the keyboards should be. //fixed

● Rickenbacker access card falls down inside its glass enclosure, making it easy to overlook. //fixed, positioned propped up instead of floating

● Portal jitter near hologram 1276. //fixed, brushes under hologram creating eye-level portal split, shaved a bit off the top

● Camera 2515 audible from next floor up (near sign 288). //fixed, room brushing in this area was all screwed up

● Air gap at bottom of grates 1613, 1617, 1621, 1625. //fixed

● Rendered no-model object 1550, near where Korenchkin brain appears. //fixed, made non-rendered

● Workstation chairs 1597, 1601, 1605 and 1577, 1585, 1589 far too close together to be sensible. //fixed, deleted a chair from each set

● Rail channels for lift 1470 too deep. //fixed

● Light 146 shining down onto a screen, which makes no sense. //fixed, deleted the light, created a new light over the conference table to maintain the light population, and enlarged the formerly redundantly illuminated screen to make it more useful for presentations

● Open pit elevator shaft from ground floor up to bridge is a gosh dang falling hazard. //fixed-ish, added doors at the top of the shaft that automatically open when lift approaches; still need to have them close when the lift goes back down

● Chairs on bridge all positioned too perfectly, no indication of all the chaos up there. //fixed, roughed 'em up a bit

● Grub emitter 1287 causes grubs to appear in mid-air. //fixed, moved emitter down and adjusted spawn properties so they appear to be leaping from the nearby body

● Automap position doesn't match actual position in most of level. //fixed, automap markers were all screwed up

● Eggs 1410, 1414, 1416, 1418 don't open when approached from through the nearby windows. //fixed

● Most wedge wall lights in level partially sunken in walls. //fixed

● Security station at beginning of level seems to have incomplete texturing. //fixed, enhanced brushwork to look more like the console stations on the bridge

● Security station at beginning of level has three chairs, but no room for three people to actually work back there. //fixed, deleted a chair

● Bridge area ambient sound continues playing when player leaves bridge. //fixed, added an ambient sound marker at the bottom of the main elevator shaft

● Added doors to Korenchin's toilet/shower. The rest of the toilets cannot be fixed this way, will have to think of something different.

● Needs dripping ambient added to or near 1531. //fixed, ambient dripping sound is so low-frequency that I added two of them

● Needs searchable psi reaver projection fix applied to Korenchkin. //fixed

● Psi wall on command1 removed by death of psi reaver projection 161 instead of psi reaver brain 189. //fixed

● Killing Korenchkin psi reaver brain 189 drops log 1584. This makes no sense. Why would there be a log inside his brain? //fixed, deleted corpse link to log, made log teleport in nearby when Korenchkin appears on bridge

● Railings 256, 258 penetrate door niches. //fixed

● Railings 255/257, 256/258 z-fight where they overlap. //fixed, added a little z bias

● Bridge 199 has railings, broken bridge 764/765 does not. //fixed, added broken railings dangling from walls and in bottom of pit

● Particles from steam jet 1450 look like they're being absorbed into the ceiling. //fixed, added another particle system to make it look like they're splashing against the ceiling

● Sourceless light near 1337. //fixed, added a couple of wedge lights like in the other bridge access corridor

● Sourceless light near 643. //fixed, added a couple of wedge lights

● Officer quarters rooms 1543, 1555 have significantly different ceiling heights but are otherwise identical. //fixed

UNN Rickenbacker
Rickenbacker general

● Korenchkin log 11.JUL.14, "Re: Rapture", should be using the psi reaver portrait instead of the human Korenchkin portrait. //fixed

● Most conduits on the Rickenbacker are unbreakable. This is inconsistent with the rest of the game. //fixed in gamesys

● Added elevator muzak to all Rickenbacker elevators. Currently using a silent WAV file, elevrick.wav.


rick1.mis

● Doors 316, 409, 841, 926, 1257, 1335 go out of room brush when open. //fixed

● Audio dead spot near room brush 57. //fixed

● Buttons 1637, 1764 backward. //fixed

● Respawn marker 118 spawns player facing into QBR. //fixed

● Anything tossed into the "down" umbilical gravshaft is lost forever. //fixed, objects now elevatored to command1.mis

● Area around the top of ladder 114 needs to be made less crazy. //fixed

● Near object 1195, animated striped texture on edge of raised platform. //fixed

● Decals in the shaft with half broken ladders (116) are floating in midair //fixed

● Broken railing 506 easy to get tangled up on. //fixed, removed physics

● This map's 0,0,0 is directly above the "up" gravshaft, making it easy for the player to bang their head on whatever explosive projectiles are hanging out there. //fixed; moved a few dozen projectiles from there to out of world

● No damage decals in the supposedly blown out area of the ship. //fixed'ish, added some

● Can't jump through broken window 390. //fixed, removed physics

● Spawn marker 2142 has somehow acquired Render Type: Normal, which causes a floating wedge in-game. //fixed

● Door 409 moves out of room brush when opened. //fixed

● Room brush 193 (6647) floating in middle of another larger room brush with seemingly no reason to exist. //deleted

● Many flesh breaking windows sequence only plays if player takes ladder. Can be easily missed by climbing nearby terrain instead. //fixed, added a second trigger spanning the entire climbable side; also adjusted the window breaking delays from 0, 1, 27 to 1, 6, 20 (there was some weird incomplete stuff here)

● Visible should-be-invisible entity just past torpedo launch room. //fixed

● Some janky texture alignment on the floor ramps approaching the "low head room" area. //fixed

● Huge crate 790 jumps when lift turned on. //fixed, wasn't aligned with elevator path 1542

● Huge crate 790 makes mechanical noise when raising, even though it's being lifted by a grav beam. //fixed, changed schema

● Player can push button to lower huge crate 790, then run to the other side of before it lowers all the way, becoming permanently stuck on the Rickenbacker. //fixed, added a crate control button on the other side

● AI can shoot through huge crate 790. //fixed, attached a second physics wall to the far side of the crate that only AIs collide with

● Button 1540 activates teleport traps 1043 and 1044 that do nothing. //deleted them (AI signal sent to teleported rumbler is "ArachRun"-- player was probably originally swarmed by four spiders)

● Button 1540 setup is a weird mess. //fixed, replaced mass destroy of various traps with a once router

● Invisible explosive barrel 1560 used as AI marker... which can still explode if it receives splash damage. //fixed, replaced with a normal marker and updated Signal Response destinations on bot 2113 and rumbler 2243.

● Rumbler 2243 teleports in in view of player and in mid-air. //fixed

● Space shield 1840 causes some objects behind it to not render depending on view angle. //fixed, added Alpha 1.00

● Chrome pipes 79, 1037 don't match corroded pipe ends. //fixed

● New mantle allows climbing over pipes 661, 716, 972, breaking the intended path through the level. //fixed, made non-mantleable

● Door 1136 disappears when open. //fixed, was set to translate 675 units instead of 6.75 units!

● Steam jet 314 not in room brush. //fixed

● Room brush 19 not touching floor. //fixed

● Security computer 2110 placed on top of wedge light. //fixed, moved over a bit to a more sensible location

● Crematorium is obviously a clone of the crematorium on VB Med/Sci deck. //fixed-ish; replaced VB lights and signage with Rickenbacker lights and signage

● Nanite pile 2097 laying on floor next to empty body bag; probably supposed to be inside it. //fixed, added Contains link

● QBR 526 texturing messed up. //fixed

● Screwy sound propagation in Nacelle B. //fixed

● Junction boxes 647, 648 backwards. //fixed

● Junction boxes 618, 619, 620, 631, 627, 623, 840, 878, 828, 1133, 1289, 1290, 1291 upside-down. //fixed

● Junction boxes catch player since their physics boxes don't line up with that of their conduits. //fixed, changed to sphere physics model so player can push past them

● Can can get head stuck walking through 612 from the Nacelle B side, requiring crouching to get through. //fixed, lowered floor on Nacelle B side to be same height on both sides

● Steam jets 703 and 705 emit from blank sections of wall. //fixed, moved to emit from pipes

● Can get stuck walking under grate 739. //fixed, made passageway a little less tight

● Grates 738, 739 block red light that's probably intended to illuminate their respective passageways. //fixed

● Red light between grates 738, 739 has no apparent source. //fixed, added a couple of cylinder lights

● Turret 1632 very difficult to walk past without destroying it. //fixed

● Door 1201 niche top exposed to player view. //fixed

● Nacelle B uses same texture on walls and floor. //fixed, gave it a proper floor texture

● Several fuel cells near beginning of level have VB tech screens on them. //fixed

● Nacelle B sign 1613 over area leading to inaccessible Nacelle A area. //fixed; deleted and replaced with Nacelle A sign 2229

● Nacelle A signs 595 (33), 597 (32), 710 (2242), 711 (2231), 712 (2228), 713 (2230), 714 (2227) in place of Nacelle B signs (was wrong model in gamesys). //fixed; deleted and replaced

● Spawn marker 1681 somehow became visible. //fixed

● Pipes 1340, 1341 don't reach ceiling. //fixed, extended ceiling

● Weird pointless pit near object 2117. //fixed, changed the floor to a grating so it could be some kind of drainage pit

● Dripping water 1267 particles disappear before reaching water. //fixed

● Grates 1213, 1216 wrong size to have covered the gap that they're laying near. //fixed, resized grates

● Room containing object 2181 way too freaking dark. //fixed, changed grates 183, 184, 186 to allow passing light

● No visible light sources for brush lights in room containing object 2181. //fixed, replaced with object lights

● Particle systems 1214, 1206 not centered in niche, too large for niche. //fixed

● Added door properties to crate 790. Again, this is the only way how to prevent strange stuff like Rumblers running through and big bots shooting through the crate.

● Added some particles to grav loader 300 to more clearly indicate its function in lifting the crate

● Medkit 907 propped up in niche but falls down flat in-game. //fixed, missing location/rotation

● Very easy to fall to death off ladder 532 when dismounting from top. //fixed, made floor opening smaller

● No floor texture on ramp leading to door 612. //fixed

● Note 7_6:"Reverse the Gravitronic Generators in order to safely access Pod 2." only gets added if player picks up log 1801. //fixed, made tripwire 327 also add note

● Note 7_3:"Proceed to Pod 2." added before player has activated gravity control. //fixed, replaced weird QB filter setup on tripwire 327 with simpler once-only tripwire; moved addition of note 7_3 from email trap 326 to new QB Set 2245.

● Gravity control 754 lacking physics model. //fixed

● Gravity control 754 only device in the game that's activated by frobbing a button. Everywhere else in the game you frob the devices directly. //fixed, made button invisible and enlarged it to enclose the gravity control (this is how the fluidics control computer was done)

● Can frob gravity control 754 (actually hidden button 500) multiple times. //fixed

● Gussied up wall that gravity control 754 is attached to (object model has some pipes coming out the left side that weren't connecting with anything)

● Sound trap 1366 plays nonexistent schema "em806". //fixed, deleted, correct schema was "em0806", which already gets played when entering Nacelle B

● Some sort of sound should play when activating gravity control 754. //fixed'ish, currently playing schema "act_nacelle" via XP trap 1353

● Added a small HP clip behind pipe 746, because there's no other loot in Nacelle B, and if anyone manages to get up there and look behind that pipe, they deserve to find something.

● Railing 969 should be using the broken railing model. //fixed, replaced with broken railing 2246

● Moved med bed key 2121 back a bit so you actually have to enter the area it's in to get it.

● Added dynamic light and corona to sparks 331.

● Halved size of exterior lights 550, 551 to make ship view out windows seem larger.

● Upgraded steam to bitmap particles.

● Rick ladder 348 should look damaged. //fixed, deleted and replaced with damaged rick ladder 32 (made climbable)

● Missing vent grate near audio log 1796. // fixed

● Control room containing audio log 1796 doesn't match other control rooms in this area. //fixed, spiffed it up a bit

● Lots of monitor niches ridiculously deep. //fixed, changed all (most?) of them from 1 unit to 0.5 units deep

● Launching salvo causes a couple dozen "expharm not in room" error messages. //fixed, added big room brush over them

● Something broken in salvo 212 launch sequence. Seems to be set up to fly out a distance and then appear to explode, but instead it just vanishes after a few seconds. //fixed

● Radiation corridor past salvo 212 conspicuously lacking in set dressing. //fixed, spiffed it up a bit

● Sound propagation near doors 1201, 1271 all messed up. //fixed

● Doors 841, 1201, 1271 can close on player. //fixed

● Door 316 not centered in its hallway. //fixed

● Light 364 floating away from wall. //fixed

● Ceiling grates 142, 143, 144, 158, 159, 160 blocking overhead light, not aligned in niche, too low. //fixed

● Ceiling grates 178, 180, 181 blocking overhead light, overhead light has no object model. //fixed

● Replaced ladder 654 laying on floor with broken ladder 2259.

● Replaced ladder 299 laying on floor with broken ladder 2268.

● Conduit 974 not reaching wall. //fixed, had Shape/Scale on it for some reason

● Low Headroom signs 1571, 1572 placed where player will probably never see them. //fixed, moved to more sensible locations

● Red lights coming from no apparent source in the ductwork. //fixed, added physical lights; also changed texturing from that awful nondescript one to the actual ductwork texture

● Door 409 closes on player. //fixed

● Player can get stuck near/under grates 507, 508, 509, 510. //fixed, removed physics from grates and replaced with a single physics object, raised the roof

● Turrets 617, 2103, 2109 blast each other if you try to hack any of them. //fixed, blocked them from seeing each other

● Cluttered intersection-- air vent 1856, nanite pile 2153, viral prolif 1782, wall pod 2144, and corpse 1669 all crammed within a few feet of each other. //fixed, scattered things out a bit

● Turret 2105 barrel can pass through window when tracking player. //fixed, moved away from wall

● Turrets 2107, 2138, 2140 floating. //fixed

● Wedge light 956 set unrendered. //fixed

● Room containing egg 515 seems empty and pointless. //fixed'ish, changed floor texture so it at least feels somewhat different

● Reoriented floor textures in Nacelle/Pod access maze to match hallway direction.

● Changed brush lights in giant hole area to blue so the force field appears to be illuminating the area.

● Resized/refloored wrenches 490/769/1304, viral prolifs 1771/1782, etc.

● Incorrect floor texture behind replicator 1369 and on right side. //fixed

● Resized all bullet/shotgun ammo. //looks like bullets were resized incorrectly. reapplied scale again in b14

● Incorrect texture at the top of the vertical shaft south of obj 1845. //fixed

● Assassin 2165 keeps falling off walkway. //fixed, blocked where he was falling with an invisible pathfind-suppressing object

● Recommend moving pipes 1088 and 79 one unit left, to make jumping/mantling around a bit less tedious. //done

● Egg 518 repositioned

● Nearby grates physdims Z set to 1, to prevent the player from getting stuck should he attempt to newmantle into the pipe crawlspace

● Fixed some more lights sinking into walls.

● Screen p0030 near chair 216 needs V:49. //fixed


rick2.mis

● New obj scales applied.

● Upgraded steam to bitmap particles.

● Light 513 backward. //fixed

● Upside-down turrets rotate the wrong direction to track their target. //requires a custom upside-down model to fix //done, rick2_b5 uses the new model, and the issue is fixed

● For the bot that spawns from nowhere when entering the chapel, perhaps add a nearby monster closet to explain its appearance. //done

● Slightly decreasing gravity on this map makes the annoying jumping puzzles much easier to manage, and is easily explained in-universe by the screwed up gravity generator. But, this might be too much of a change for people to accept in a baseline patch. //done, changed gravity to 90%

● Made sure all objects are properly floored to the ceiling, also repositioned the ladders in the sickbay as their orig position made no sense.

● Room brushes in chapel not completely covering the area. //fixed.

● Could use some blocked-off fake passageways to make the deck seem less ridiculously small. //added a couple off each elevator room

● Re-adjusted the ladders (110), now should be possible to climb up or down more easily.

● Player factory marker 710 nowhere near level start. //fixed

● Door 91 can close on player. //fixed, deleted door tripwire 92, expanded tripwire 93 to cover both sides

● Door 184 can close on player. //fixed, deleted door tripwire 245, expanded tripwire 244 to cover both sides

● Pods 751 and 752 unsearchable (fake goo pod made out of worm pod). //fixed


rick3.mis

● Most wedge lights not properly aligned with wall. //fixed

● Worm goos 616, 617, 618, 619, 631, 632, 635, 638, 639 backward and/or partially sunken. //fixed

● Worm piles 1509, 1513, 1516 broken. //fixed

● Security glass 513 has VB logo on it. //fixed; scaled up so VB logo inside wall

● It's physically impossible to have gotten that crate next to Diego's bed. Would make more sense to have a wall locker there. //fixed

● Hand rail 1083 in Diego's quarters very easy to get stuck on in that confined space. //fixed; removed collision

● Picking up worm launcher 510 in Diego's quarters gives 20 CMs. That's great if you actually want it, but makes it too easy to miss out on 20 CMs if you've already decided you don't care about exotic weapons. //fixed; awarded CMs on unlocking Diego's quarters instead

● The silly Worm Launcher display rack in Diego's quarters is incredibly gamey. There's no logical reason why that would exist. //fixed, put a desk and chair there, moved the Worm Launcher to leaning in the corner in the upper area.

● Added one unreachable wrench in one of the cryotubes, to explain the one that has been added at the beginning of many.mis.

● Wrong color brush light near screen of escape pod pilot screen (green instead of amber). //fixed

● Recommend adding a force field effect at the end of the escape pod launch bay to explain why the Many mass hasn't grown into it. //added

● Some messed up brushwork/texturing on the escape pod cryo pods. //fixed

● Escape pod door goes out of room brush when open. //fixed

● Can't walk behind large scanner table. //fixed; slightly enlarged room behind table

● Crate 993 placed too low, falls through grate into lower area. //fixed

● Sound 89 outside of room brush. //fixed

● Nanite pile 669 laying on pillow in Diego's quarters next to empty crate makes no sense. Nanites probably intended to be inside of crate. //fixed, linked nanites into container

● Eggs 134 and 175 have no sound, tripwire set too small. //fixed

● Restore overhead windows in escape pod. //fixed

● Replicator missing niche on upper-left side. //fixed

● Sourceless light near -694, -49, 281. //fixed

● Sourceless light near sign 607. //fixed

● No lights in hallway leading to Diego's quarters. //fixed, added a broken light over the door

● Half the wedge lights not positioned properly. //fixed

● Sec comp 624 floating off wall. //fixed

● Some of the grey TriOp crates (-1234, etc.) fall through the gratings when perturbed. //fixed, just made them all immobile

● Animated texture on that table thing near obj 1092 could use a slight repositioning - U13 V5 seem to work ok. //fixed

● Respawning in this map makes zero sense. Literally the only way in or out is the elevator. Plus the player deserves a break before plunging into the BotM. //fixed, disabled respawn ecology by changing Ecology 117/Script/Ecology/Normal Min from 1 to 0.

● Engine core not centered on room it's in, various other asymmetry in its construction and lighting. //fixed

● Tracks on wall behind engine core, seems obvious a ladder or lift was planned at some point. //added a ladder on wall, cleaned up the texturing and object placement up there to be more presentable, dropped a maint tool on the platform below the top

● Tweaked some texturing to better match this area in shodan.mis.

● Broke up floor sections a bit so floor texture could better align with each area.

Body of The Many
many.mis

Note: Since the player enters the Many from the Rickenbacker, and exits it to the Rickenbacker, logically all the "ship" locations in the BotM should be representative of the Rickenbacker. In the original version of this map the ship locations are a mishmash of both Von Braun and Rickenbacker texturing/props/lighting. An attempt has been made to rectify this, even though it means making significant alterations.


Note 2: The BotM is an infamously rushed, sloppily constructed level, so we allowed ourselves a somewhat more free hand in modifying it to bring it up to snuff.


● Now that the engine supports fog, an environment like the BotM should be foggy. //done, added some subtle fog

● Most dripping goos need to be repositioned slightly, as they are usually sunken into the surface. especially apparent with Vurt's dripping goo. //fixed

● Dripping goo objects too bright. //fixed in gamesys; texture set fullbright in model, so made transparent

● Particle effects on organ jets don't look nearly fast enough to fling player around like they do. //fixed, made more geyser-like

● Fixed all organ jets so particle effect direction matches direction player is pushed.

● Worm piles 393, 394, 396, 397, 399, 767, 777, 780, 781 broken and need physics corrected. //fixed

● If for some crazy stupid reason a player launches himself into the BotM with no weapon, should maybe place a wrench somewhere before the first membrane //done, put a wrench inside one of the escape pod cryo tubes

● Player receives just as much damage from slamming into flesh as from slamming into concrete or metal. //fixed in gamesys, halved impact damage from all flesh terrain textures

● Player factory 308 starts player facing wrong direction. //fixed

● Escape pod interior texturing and brushwork barely match the pod build in the previous map. //fixed, multibrushed in pod interior from rick3.mis

● Spider 18 getting hung up on terrain. //fixed, moved patrol path 436

● Blinking light 682 inconsistent with other lights of this type in the game. //fixed

● Eggs 498, 506, 591, 1451 can open twice if player goes through both windows. //fixed

● Von Braun doors under Rickenbacker sign 50. //fixed, changed to Rickenbacker doors

● Orifice 615 misaligned. //fixed

● Orifice 838 size/alignment off. //fixed

● Orifice 103 has open gap at top. //fixed

● Orifice 940 misaligned. //fixed

● Cysts 592, 531 poking through wall. //fixed

● Cyst 588 edge poking through wall. //fixed

● Cysts 598, 657 floating. //fixed

● Cyst 660 backward. //fixed

● Muscles 179, 216, 497 have wrong physics dimensions. //fixed

● Camp debris 373, 376, 479, 933 have no collision. //fixed

● Worm goos 547, 548, 550, 555, 556 backward. //fixed

● Worm goos 549, 554 misaligned. //fixed

● Worm goo 659 should be flush against ceiling. //fixed

● Organ 800 floating. //fixed

● Membrane 126 looks like it can be ducked under, but can't. //fixed, resized and repositioned

● Desk 272 has no loot. //fixed, put a pack of cigarettes in it

● Tripwire 828 (teeth-jumping room) doesn't push player in the direction of the steam emitter. //fixed, adjusted Script/Shove params

● Vein 681 blocks player movement through seemingly empty space. //fixed, removed collision

● Egg 490 not searchable. //fixed, had TriggerDestroy script on it for no apparent reason, and Scripts flag set to not inherit

● Vein 194 catching player and AIs. //fixed, deleted physics and AI path avoid

● Vein 627 has no collision, but if did, would really interfere with player/AI movement. //fixed, moved up out of the way

● Sign 31 floating. //fixed

● Busted pipe 1692 floating away from wall. //fixed, also adjusted physics dims

● Railing 1713 penetrating crate 1418. //fixed

● Railing 33 can seriously tangle up player. //fixed, removed collision

● Searching corpse 839 triggers swarm release an infinite number of times. //fixed

● Log 761 floating. //fixed

● Replicator 68 has broken screen and emits sparks, but works perfectly. This is confusing. //fixed'ish, removed sparks

● Replaced window 354 with a triggered Many-breaking-window sequence.

● Chemical storeroom should have a "Chemical Storeroom" sign. //fixed, added one

● Door laying on floor near replicator 68 is a Von Braun door. //fixed, deleted door and changed nearby doorway to a broken security door

● Door 755 has window, but blacks out view when closed. //fixed, removed "blocks vision"

● Door 755 opens in the wrong direction for its door type. //fixed

● Hanging light 844 not Rick deco. //fixed, deleted and replaced with wedge light 1542

● Grub pod 490 doesn't open when triggered. //fixed-ish, made start already open

● Room containing corpse 169 has no visible light sources. //fixed, added some fixtures

● Desk 272 has sphere physics model. //fixed

● Membrane 191 poking out of wall. //fixed

● Muscle 518 floating away from wall, can be swum behind. //fixed

● Audio log 757 partially embedded in floor. //fixed

● Nerve 449 interferes with entering nearby orifice and somewhat obscures it. //fixed, removed physics and moved up a bit

● Cyst 637 way too big. //fixed

● Beaker 774 embedded in ground. //fixed

● Replicator base 68 misaligned. //fixed

● Organ 1480 hidden beneath floor. //fixed

● Very easy to die by being shoved into nerve 607. //fixed, removed collision

● Von Braun door 764 should be a Rickenbacker door. //fixed

● Crate 763 floating. //fixed

● It's a bit silly that the Rickenbacker room containing midwife 1403 is at exactly the same floor level as the adjacent Many room. //fixed, moved down a bit

● Rooms containing lights 930, 934 much too dark. //fixed, increased light

● Sound tripwire 353 can be walked around, plays too close to boss room. //fixed, moved so it plays as player falls into big pool

● Redundant ambient sound 1446 near teeth 338, 361. //fixed, deleted

● Teeth 338, 361 can interpenetrate. //fixed, moved elevator path 342 up

● Teeth 338, 361 physics boxes too short. //fixed

● Teeth 338, 361 move out of range of all lights, become dark. //fixed'ish, added Renderer/Extra Light

● Redundant ambient sound 1450 near teeth 46, 314, 315, 319. //fixed, deleted

● SS2's jumping physics are so ill-suited to Super Mario 3D platforming that it's hard enough to even navigate across the teeth without also having to worry about getting crushed to death in the process. //fixed, upper teeth in main chomping room no longer come down far enough to crush player

● All floor-rising teeth awkward to navigate around due to them actually having a rectangular collision box. //fixed'ish, replaced boxes with a stack of spheres and a flat platform on top, added a kill-o-zap at the bottom of each tooth shaft in case player manages to work their way past the physics objects

● Nerve ladders 1382, etc (tooth puzzle room) cannot be smoothly climbed because they're a stacked group of individual ladders. //fixed, made nerve ladders intangible and set up a single invisible ladder object on top of them

● Added vein near vein 902 so player can walk directly between orifices without having to jump on teeth. Only available on Easy/Normal.

● Added nerve ladder leading to sphincter 970 so player can get from floor to room exits without having to jump on teeth. Only available on Easy/Normal.

● Cyst 931 can be clipped through. //fixed

● Room containing body 885 contains no light source. //fixed

● Made pool containing corpse 294 more interesting.

● Light 852 floating away from wall. //fixed

● In boss chamber, dividing walls hard to differentiate from outer walls. //fixed, changed the texture

● When using melee weapons against Many brain, usually impacts against something that sounds like unbreakable glass instead of the Many brain. //fixed, invisible window 1471 placed in same space as brain for some reason, moved out of world for now

● Psi reaver brains 107, 108, 343, 678, 728 floating. //fixed, attached to the rear of their niches

● Psi reaver brain 107 can be pushed around. //fixed

● Psi reaver brain 107 for greater psi reaver looks the same as all the rest of them. //fixed, made it bigger

● In the Many vision on Engineering, there's a "breathing" ambient used that's missing from the actual Many level //fixed, added to boss brain 253

● Many brain base 327 floating above floor. //fixed, shimmed floor up a bit

● Many brain base 327 shows HUD brackets. //fixed in gamesys

● After destroying the Many brain, no more enemies should spawn. //fixed, brain death now turns off respawning

● Psychic shock of Many brain death should kill all Many creatures in the vicinity. //fixed, created tweq trap 1543 to drop AANuke on brain death

● Double red spotlights from brain base on death looks weird. //fixed, deleted one and made the other (1472) cast a wider beam

● Made lights 865, 867, 868, 869, 870, 871, 822 slowly pulsate, to accentuate the Many dying

● All AIs that spawn from ceiling eggs cannot track player. //fixed, replaced all upside-down eggs with new inverted egg model

● All goo decals missing pulsing animation used everywhere else in game. //fixed

● Added creepy ambient schema appar_lp to object 1590.

● Added scream tripwires 1352, 1550, 1611.

● Eggs 55, 167, 159, 165 missing sound. //fixed

● Can jump on top of muscle column 618. //fixed

● Midwives 1467, 1469 nowhere near any eggs. Midwives should only be in the BotM near eggs. //fixed, replaced with shotgun hybrids 1616, 1467

● AIs can sometimes get on top of tooth 338. //fixed

● Loot 1465, 1466 almost impossible to see. //fixed, added dim light nearby

● Replaced plastic bag 486 with debris 1631.

● Greater psi reaver brain 107 should have unique name string. //fixed

● Added extra gibs to greater psi reaver brain 107.

● Added spooky ambient to vein 733.

● Nerve cluster 124 difficult to destroy from below. //fixed, raised floor a bit under it, adjusted physics box to better match its dimensions

● No ambient sound in room with light 620. //fixed, added ambient to the light

● Updated all Many lights to emit light slightly offset from their centerpoint, to match the position of the part of the model that's supposed to be the light-emitting part.

● Lights 220, 724 floating. //fixed

● Added small secret area containing some minor loot.

● Made all orifices, egg depositors, and sphincters subtly animate.

● Updated weapon and ammo scales.

● Added object Many lights for most brush lights that obviously had no physical source.

● Membranes 710, 711 need to be indestructible. //fixed

● Membranes 710, 711 could use rushing water ambient. //fixed, added schema ma_water

● Water behind membrane 711 should be moving. //fixed

● No ambient sound in egg chambers off birthing chamber. //fixed, added to lights 930, 934, 935.

● Added electrical hum to light 1558.

● Goo drops launch with slight sideways velocity. //fixed in gamesys

● Hack crate 1423 model laying on side, but model has no bottom. //fixed, turned right-side-up. Can lay on side again if fixed model available. // v47: yes, as the fixed model will be included with SCP, and the cover part poking out of water doesn't look too great after the (standing) crate is hacked.

● Maybe add a hazmat suit in the first part of the map on easy and normal, many newbies won't have enough rad hypos and healing items, this usually leads to incredible frustration, and can even get the game into an almost unwinnable state. A hazard suit would allow them to go through the radioactive swimming part with whatever little resources they have available. //done, added hazmat suit 1695 on Easy/Normal

● Greater reaver not too obvious as the miniboss he is. Maybe add some glow effect to make it more obvious to the player that he probably should be wary of that guy and his shots. Which probably shouldn't look the same as normal reaver shots, btw. //greater reaver projection already bigger and different color from standard reavers; made shot look different

● Lights 628, 634, 889 could use repositioning. //fixed

Where Am I?
shodan.mis (STRIPPED)

● 1274 needs to be floored. //done

● The geometric shapes that fly out as SHODAN takes damage should not be seen before the screens break //seem to be fixed, but double check to be sure, elev paths 370 and 341

● Players sometimes get stuck in the SHODAN pit forever. Somehow bypassing a trigger perhaps? //made the trigger slightly larger, even though I doubt it has been possible to bypass it

● Perhaps use the light-based transparency property on the red assassins. //added, let's see if people like or even notice it

● There needs to be some way for players to replenish their ammo before the final boss fight. //added the Rickenbacker bridge replicator, sticking out of the goo

● No sound when cyberspace platonic solids 1226, 1227, 1309 damage player. //fixed (required both map and gamesys tweaking)

● The difference between the damaging and non-damaging cyberspace platonic solids should be more obvious. //fixed, added anim dynamic light; also hooked into router 755 to destroy them when the player launches into the final boss fight so they're not still using up dynamic light slots

● Recharging station 1249 needs light offset updated. //fixed

● Rickenbacker texturing on section near lights 998, 999 different from rick3.mis. //fixed

● Rickenbacker section missing floor arrow pointing to bridge door. //fixed

● Rickenbacker bridge missing wall computer screens. //fixed

● Rickenbacker engine core missing security computer. //fixed, made unlit and non-frobbable

● Added a grey TriOp crate sticking out of the goo over toward the deck entrance.

● SHODAN head's protective damage field radius too wide, and damages player silently. //fixed, fixed

● Rotating force field around SHODAN head looks awful because the segments "rotate" by teleporting around to 8 fixed positions. //fixed, they actually rotate now

● SHODAN head shots often slow down while passing through the rotating shields. //fixed in gamesys, horribly

● Ambient sound 1210 for final boss room only triggers within a small radius of one of the four possible teleport destinations. //fixed

● Mono warning about objects 409, 410 being out of room. //fixed

Known Issues
The stuff we haven’t gotten around to yet.


station.mis

● When the shuttle flying around the station is far away, sometimes its exhaust renders in front of it.

● Door to training shuttles takes a different amount of time to unlock depending on which career you’ve chosen.


eng1.mis

● Core access console 459 continues to display “Radiation Leak” even after radiation flushed.


eng2.mis

● Too many damn protocol droids spawning in the main corridor.

● Compass (if enabled) doesn't disappear during Many vision

● When Many vision ends, interface re-appears too soon.

● Breathing ambient from Many vision keeps playing after it ends until the player moves.


medsci1.mis

● Start room forcefield disappears when looking at the bottom of it from close up.


ops2.mis

● Elusive dead spot in audio near Xerxes column.


ops4.mis

● Door 264 not on automap.

● Door 250 in wrong position on automap.


rec2.mis

● On automap “INSET UPPER LEVEL” is actually a lower level.


command1.mis

● Sound propagation up first ramp from door 476 screwed up.

● Need to implement object elevatoring from command1 to rec1.

● Walls shown on automap near starting area are completely wrong.


rick1.mis

● The blown-out "six subdecks" is currently little more than a giant rectangular air box. It looks more like the ship was built that way than the massive devastation asserted by the logs. We should be able to do better than this.


rick2.mis

● Maintenance shaft ladder to Sickbay goes up, but logically it should be going down since the level is inverted.


rick3.mis

● Worm goo 626 sticking out from under Diego's quarters door gets lit by blinking light on other side of door. This looks really odd.

● Possibly trim down the very long SHODAN voiceover when player arrives, which was obviously written around a planned but nonexistent cutscene.


many.mis

● Texture alignment on most of the cylinder brushes in the map is terrible. But oh god there are so many of them…

● There is just one lonely Greater Psi Reaver in BotM (read: in entire game). Although he drops an organ, the player has no way of researching it unless he knows what chemicals to bring (and even then, it really has no meaning, as there are no more greater reavers where the damage bonus would apply). Might consider changing Korenchkin into a Greater Psi Reaver.

● AIs spawned from pods 490 and 661 can't pathfind to player due to water flooding the area


shodan.mis

● Delacroix log warns that, "SHODAN has spawned her own versions of the Von Braun's horrors... remember, they are virtual, they are not real... do not assume anything about their strengths or weaknesses". But all we got were red assassins that act exactly like red assassins.

● There needs to be some way for players to replenish their ammo before the final boss fight.


Modding
SCP adds several new object, terrain, and particle textures. These have been created to fit in with the resolution and color depth of the original assets. Any modders who’d like to include upgraded versions of these textures in their own texture upgrade packs, please feel free to do so.


If you’re creating a mod that uses DMLs, note that all SCP maps set the mission-level qvar “scplevel” to 1. This value can be used in a DML fingerprint block.


SCP uses the original explosion bitmaps, but they’ve been moved to their own objects to allow their duration to be independent of the other explosion effects (in the original gamesys, the entire explosion object is deleted the moment the bitmap animation completes). Bitmap explosion frame rate in SCP is 20 FPS. The following objects may be DML patched to modify this:

● Incend Bitmap (-5435): re301_

● Harmless Bitmap (-5452): re301_

● Disrupt Bitmap (-5463): re308_

● StandExp Bitmap (-5446): sexp


To add elevator muzak to the Von Braun, replace snd/amb/elevator.wav with any WAV or OGG file you’d like. An example music file is included in that folder. Remember to keep the file size reasonable, less than 10MB or so.


To add elevator muzak to the Rickenbacker, replace snd/amb/elevrick.wav, as above.


A custom skybox can be added to the space station level. The SCP version of station.mis uses a new skybox, station, that’s a duplicate of the standard space skybox.
 
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● Local pyro field no longer grants immunity to protocol droid explosions. Apologies to all five of you who even knew about this exploit.

vader.jpg


Looks good though. Thanks for the report.
 

Roguey

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Just as a I thought, OCD: The Patch
 

Greatness

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I don't remember every really having any issues with bugs in SS2.

Still, that might be the biggest patch log I've ever seen.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Well, it's a patch, not a mod. There are plenty of those, if you want them.

These people have dedicated 15 years towards learning every nook and cranny in this game. It's pretty awesome IMO.
 

Night Goat

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I wonder if they chose the name as a reference to The SCP Foundation. Anyway, I've been thinking for a while now that I should do another SS2 playthrough, having not played it in 10 years. If I do, I'll give this patch a try.
 

GarfunkeL

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I wonder if they chose the name as a reference to The SCP Foundation. Anyway, I've been thinking for a while now that I should do another SS2 playthrough, having not played it in 10 years. If I do, I'll give this patch a try.
Yeah, same here.

Just as a I thought, OCD: The Patch
Oh boohoo, your inane first comment was 2kool4me-posturing and as soon as Infinitron showed the change log, you backpedal furiously. Go suck Sawyer's dick.

Subjective modder shit, not an actual patch. When I played SS2 earlier this year I didn't run into any noticeable bugs, so this is entirely unnecessary.
Because if Roguey, playing the game once, for X number of hours, didn't notice any bugs, NO-ONE EVER ANYWHERE AT ANY TIME might have encountered some.
 

Roguey

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Oh boohoo, your inane first comment was 2kool4me-posturing and as soon as Infinitron showed the change log, you backpedal furiously. Go suck Sawyer's dick.

I didn't backpedal at all. The changelog confirmed that this is in fact what I said it was.

Because if Roguey, playing the game once, for X number of hours, didn't notice any bugs, NO-ONE EVER ANYWHERE AT ANY TIME might have encountered some.
While true I only skimmed through it, that changelog consists of subjective changes and trivial OCD-nonsense that most people would never notice or care about.
 
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CyberP

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Roguey, you're constant slandering of the Immersive Sim and other classic CRPGs can only mean one thing: You're an Eunuch.

Also of note for System Shock fans is that Secmod got an update very recently. Great mod worth checking out.
 
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CyberP

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Just as a I thought, OCD: The Patch

What do you call FO:NV's massive patch notes then, or Sawyer's mod? Good game designers obsess over the little details in addition to the big, and even go out of their way to work on their games unpaid (Sawyer's mod) so shut your mouth with your double standards.
 

Roguey

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What do you call FO:NV's massive patch notes then, or Sawyer's mod? Good game designers obsess over the little details in addition to the big, and even go out of their way to work on their games unpaid (Sawyer's mod) so shut your mouth with your double standards.
Those were all tangible changes involving actual bugs and gameplay changes.
 
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CyberP

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Those were all tangible changes involving actual bugs and gameplay changes.

Regardless if they were or not, as previously mentioned good game designers care for the little details, especially important if they intend to simulate a somewhat believable scenario. Fallout: NV is one such game.

For fuck's sake, I'm letting myself be trolled by this damn site again...
 
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CyberP

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Despite his bullshit he deserves my mutual respect...he speaks out of his ass but he usually does so patiently and respectfully. I'll just skip over his posts if I see more Immersive Sim bashing :obviously:
 

pakoito

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Despite her bullshit she deserves my mutual respect...he speaks out of her ass but he usually does so patiently and respectfully. I'll just skip over his posts if I see more Immersive Sim bashing :obviously:
FTFY
 

Jezal_k23

Guest
I approve of this actually. Might even replay it. Damn what a great game.
 

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