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I hope not, because if there is I'm totally wasting my Olfred Points(TM).

On the bright side, it seems your System Shocked points are infinite  :thumb:
One has to admire the dedication.

664701d8e7776voodoo47

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almost forgot - bump into the request for a model of the original wormpile with a bit of depth (the one made by Kaucukovnik is too custom to work properly with the orig texture).

-105 worm1.bin
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I'm already on it.
School just started for me so I'm busy with it for the moment.

664701d8e7b87voodoo47

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me too. guess you are never too old for that crap.

664701d8e7e91RocketMan

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Bleh.. I made every attempt possible to stay away from school.  Teachers sucked and didn't want to be there, no girls, lots of homework I didn't do because I was playing Halo, failing grades...

Aint nobody got time for dat!

664701d8e7fafvoodoo47

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all you need is your life sucking so hard that school will actually be fun.

everything is a mater of perspective.

664701d8e811eRocketMan

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Well... I suppose if you're an old dude going back to school, then having sex with one of the teachers isn't quite as illegal as it would have been earlier in life so that's a plus.  You could say, "Who's your daddy?" with a straight face or "Didn't your mom teach me English Lit?" or everyone's favorite, "I'm so sorry, this doesn't usually happen to me."  Good times.
« Last Edit: 05. October 2015, 23:54:49 by RocketMan »
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For me it was the fact that I wanted to change companies and no one wanted to hire me for my wanted occupation as I don't met the requirement for it. That I've been doing exact what they wanted for years already didn't count.
So I was all like "well, fuck you everyone, I'll just go and spend several years so I have a piece of paper which states that I can do what I can already do"

664701d8e8412System Shocked

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Of course, I'm expecting that the SCP Dev's own-found thoroughness will ID and fix many problems within SCP Beta 1. As clearly stated before, my entire focus towards supporting SS2 and the SCP project is to identify problems and fix the obvious and not-so-obvious design inconsistencies within SS2. Some issues can't be fixed, due to the fact that some areas/levels aren't fully accessible to the Devs. However, some fixes can still be made within certain restricted areas, depending on the nature of the problem. Not fully knowing the corrective scope/talents of the SCP Devs concerning what can/can't be fixed, my feedback reports have focused on reporting what's wrong within ALL areas/levels within SS2 and the SCP Beta 1 Patch, in hopes that the SCP Devs can work their magic to the max on whatever feedback is submitted.

In respect of the recent comments posted by the SCP Devs, I'll recant my recent posts concerning the possible number of unfixed issues within the release of SCP Beta 2. I'll wait for its release and then proceed accordingly.
« Last Edit: 07. October 2015, 15:30:41 by System Shocked »

664701d8e85d9ZylonBane

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Olfred, I've added a new request to the first post for bin files opw1316, opw1317, opw1318, opw1433. These are the object walls used only for the SHODAN sequence in ops1.mis, and have no dedicated objects in DromEd.

Since these are large, flat, low-poly objects that use Gouraud shading, they're very prone to shimmering as the player looks around. If they could be subdivided, like you did for the QBR object walls, I think they would look a lot better.

664701d8e8741voodoo47

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added

monbr.bin - Monkey_Brain (-148) [missing bottom polys]
rumbor.bin - Rumbler Organ (-220) [missing bottom polys] (note - this is basically the head of the rumbler. it looks like it has been taken off an earlier, wip AI model, so it does not completely correspond to the final AI model. would be nice to rip the head off the final model and make it into an object, if possible)

to the first post. also added the custom wormpile model request there.
« Last Edit: 18. October 2015, 09:03:33 by voodoo47 »

664701d8e888fvoodoo47

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a quick custom resource fix request - attaching a pumpkin model, because of a limitation I can't change its bank in the editor, so the model needs to be modified instead - basically, the pumpkin needs to face the ground (so currently, its bottom is the bottom, and I need its face to be the new bottom. I think that would translate into +270 degrees along the Z axis, but don't quote me on that. I'm unsure whether I have it right).

would be nice to have it done before Halloween for obvious reasons - thanks.
« Last Edit: 25. October 2015, 18:07:29 by voodoo47 »
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Olfred, I've added a new request to the first post for bin files opw1316, opw1317, opw1318, opw1433. These are the object walls used only for the SHODAN sequence in ops1.mis, and have no dedicated objects in DromEd.

Since these are large, flat, low-poly objects that use Gouraud shading, they're very prone to shimmering as the player looks around. If they could be subdivided, like you did for the QBR object walls, I think they would look a lot better.
I've split them to squares of 1 block size. The result is quite good. This was actually pretty quick and easy.
But then I noticed that the texture isn't aligned correctly so I had to do some trial and error to align them all properly. I did this only for the height, no adjustments along the width.

rumbor.bin - Rumbler Organ (-220) [missing bottom polys] (note - this is basically the head of the rumbler. it looks like it has been taken off an earlier, wip AI model, so it does not completely correspond to the final AI model. would be nice to rip the head off the final model and make it into an object, if possible)
Ripping of the head would have meant that I had to spend a lot of time to rearrange it to the other texture. So what I did was change the original model to closer resemble the shape of the mesh rumbler model.

Also rotated the pumpkin.

Don't expect the wormpile anytime soon. I'm rather busy right now.
Acknowledged by: voodoo47

664701d8e9060ZylonBane

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Agreed, the new ops object walls look great. Makes that room even more dramatic to walk into since the contrast between light and shadow is so much better.

664701d8e9170voodoo47

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finally got to checking the organs, looking good as always.
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Thank you, I'm happy they please you.

I'll just hope hearing the same phrase from my doctor everytime I visit :D
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I don't want my chef or boss to check on my organs :o
Especially not a chef.

664701d8e9541voodoo47

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right.

664701d8e96a7ZylonBane

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Here's a SHTUP request. I have an updated SHODAN head model that Ajare made a few years ago, but it has some issues. There's a gap between her lips that needs to be closed up or covered up, and the model's vhot is in the wrong location. It should be floating right between her eyes, like in the original model. Model attached to this post.

[attachment removed]
« Last Edit: 18. February 2016, 23:24:32 by ZylonBane »

664701d8e98c4ZylonBane

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Thanks! Lips look good now, but the vhot isn't quite right. This model is used by the engine as a turret, with the entire head as the rotating part, so the vhot needs to be attached to that submodel. Currently the vhot doesn't follow the head's rotation.

664701d8e99c3voodoo47

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yeah, the position should be the same as on vanilla, else my pumpkins are going to break.

664701d8e9af3ZylonBane

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SHODAN's shots emitting from several feet to the side of her head are a somewhat greater concern.

Olfred, if getting the vhot set up properly turns out to be a problem, putting it in the center of the head at eye level should be okay as a temporary solution (or maybe a bit higher? don't want shots to look like they're coming from her nose). I believe shots won't collide with physics models that they originate inside.

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