- Added frame for added basketball scoreboard 1625.
- Added wall bumps near light 404 so wall isn't completely featureless.
- Basketball court gravshaft top exit door frames slightly too tall. //fixed
- Added stripe around perimeter of upper basketball court and added speakers to break up the monotonous walls.
- Raised basketball court ceiling to better differentiate between the white court ceiling and the white upper area ceiling.
- Hallway with benches 1105, 1093 too narrow to realistically accommodate them. //fixed, made hallway a bit wider
- Doesn't make sense that bench 1105 gets an overhead light but bench 1093 does not. //fixed, added a broken light
- Player can easily jump through light fixtures 400, 404, 406, 711, 801, 802, 806, 1896. //fixed, added physics
- Added debug/testing button 1898 near transmitter to restore basketball court power.
- Suppressed reward message on exp trap 495 since there's already a ton of dialog after activating the transmitter.
- Transmitter dish 668 missing physics. //fixed
hydro2 v54
- Floor texture under 1005 not ideal. need to do... something. //nofix; this simple tiled texture was intentionally used here to fill an intermediate area where the main hallway texture wouldn't have connected correctly
- Numerous alignment issues between the floor hydroponics logos and the walkways in the eggy area you drop down into (near 1560). //not fixable, textures not capable of tiling perfectly correctly in all orientations
- Player shake on arrival has stopped (or never was) working reliably. //fixed, added script scpHydroShakeFix on level start
- Made lights on broken replicator 718 flicker randomly.
- Height of "grill" wall detail in hallway with light 1273 doesn't match surrounding rooms. //fixed
- Corridors connecting to Security section very plain. Try copying ceiling detailing from Research and Admin sections? //done
- Try triggering Midwife attack when leaving location of Toxin-A canister 2140 instead of when initially approaching it, to reduce probability of player being distracted by Midwife attack while Polito message is playing. //done; added teleport trap 1744 to teleport in tripwire 2160 behind player after they approach the Toxin-A; reduced delay before midwife moves toward player from 1 to 0.1 seconds; deleted now-unused EVENT1-Tripwire2b (1589)
- Added wall Hydro sign 1739.
- Doors 135, 183 need tagged broken. //done
- Players can jump through hanging lights 400, 573, 624, 627, 676, 743, 802, 1339. //fixed, added physics
- Added pipe flange 1761.
- Relook lighting on the entire level to try to better match the vanilla brightness levels. //done, adjusted brightness, saturation, and radius of all lights (as needed) to compensate for altered ambient level and 32-bit lighting
- Added light marker 1763 to replace light brush at its location, to better mimic 16-bit lighting in this area
- Deep featureless niche near marker 2045. //fixed, copied in some detailing from nearby
- Signs 929, 1200 hard to notice due to being too high/in shadow. //fixed
- Cortez can be seen vanishing at end of his cutscene. //fixed, made him run to a different place and around a corner; this also fixes him getting visibly shot
- Benches 215, 558 in front of window 92 make it a pain in the ass to get a good look at the Cortez cutscene. //fixed, moved off to the adjacent wall
- Hanging light 610 is so low it would bonk the head of anyone sitting on the bench under it. //fixed, made invisible, added recessed ceiling light
hydro1 v27
- Striped texture on wedges near doors 444, 446 not aligned. //fixed
- Changed saturation of lights 48, 423 to match corresponding airlock in hydro2.
- Added extra light to signs 424, 430, 443 to match corresponding airlock in hydro2.
- Added 5-second delay between tripwire 65 and email trap 66 to make the trigger less obvious.
- Fixed striped texture alignment on all ramps in Cultivation area side rooms.
- Changed texture under walkways in Cultivation area from a wall texture to a grating texture, so it looks like there's some drainage.
- Four identical rooms in Cultivation area to search, could use some visual variety. //fixed'ish, knocked out lights 1716, 1717, made light 1718 flicker.
- Texture light1 used throughout this map that has two different styles of light fixture on it. Seems like it was intended for mappers to use only one half or the other, but in this map they tiled it, which looks bizarre. //fixed, added two derived textures that only have each half, updated all surfaces to use them
- Windows 389, 467 right next to each other have very different alpha values. //fixed, split the difference
- Niche with plant beds 838, etc. textured plain white. //fixed
- Lower-right offices missing any sort of wall detailing. //fixed'ish, added wall vents 1800, 1804, 1822
- Copied upper wall wedge from lower-right offices to lower-left offices to make architecture slightly less boring.
- Changed saturation of lights 70, 73 to match corresponding airlock in hydro2.
- Egg tripwire 136 penetrates through a couple of windows. //fixed
- Added Hydroponics sign 974 to otherwise featureless wall.
- Computers 134, 208, 219 squished to fit in their room. //fixed, made room a bit bigger
- Changed computer console 134 to use restored compx model.
- Moved audio log 382 into tray on compx model. Added extra light so it's still properly visible.
- AIs can sometimes walk through window 294. //fixed maybe, added block pathfinding
- Slightly decreased brightness of lights 51, 187, 188.
- Added fog fx 983 over turbines ramp.
- Grunged.
- Doors 470, 1016, 1019, 2345 clip into wall when closed. //fixed, scaled doors down to fit their niches
- Player can stick head through hanging lights 124, 131, 420, 1511, 2140. //fixed, added physics
- Spider 169 keeps getting stuck patrolling into sides of small ramps in escape pod launch bays. //fixed, moved patrol points 1560, 1564 back and centered them, threw down some pathfind blockers to constrain available paths up ramps
- Volume level of shuttle pre-launch alarm drops when standing near -73, -88, -23 and -73, -130, -23. //fixed; for some reason the volume level of distant sounds drops when standing where the room brushes for the launch bays and long hallway overlap; broke up the single long room brush into four smaller ones and that fixed it
- Tripwires 767, 769 over broken bridge pit too small, cause doors to close when player still near door. //fixed
- Pipe 1958 could use some extra light and better alignment. //done
- Added flange 2010 to pipe 1958.
- Massive wedge over bed 1425 looks ridiculous. //fixed, shrank the wedge a bit; the CEO's bed just laying on the floor shoved into a tiny nook still seems VERY ridiculous, but it can't be fixed without redesigning the entire room.
- Juice bottle 1569 falls over. //fixed
- Very light grunging.
- Can get slightly stuck between wall and gurney 723 when trying to reach corpse 1351. //fixed
- Railing 1820 significantly brighter than its surrounding railings. //fixed'ish
- Janky physics on railing group including railing 1820. //fixed, consolidated physics
- Janky physics on railing group including railing 515. //fixed, consolidated physics
- Janky physics on railing group including railing 493. //fixed, consolidated physics
- Lights 214, 345, 430, 952, 1802, 1806 not centered over their doors. //fixed
- Can stick head through hanging light fixtures 770, 796, 802, 881, 882, 1067, 1532, 1610, 1655, 1770, 1776, 1777, 2237, 2239, 2243, 2053. //fixed, added physics
- Can also stick head through lights 2133, 296, 420, but these are the ones over the girder jumping puzzle. //fixed, added physics but also moved up to not interfere with getting the loot
- Restored window 1309 (that you see hybrid chase through) to vanilla size.
- Breakable glass tube 1751 inaccurate physdims. //fixed
- Broken railings 488, 498 physdims a bit too large. //fixed
- Table under camera 141 impossible to mantle onto from edge near door 675. Door trigger interfering with mantling. //fixed, installed stim tripwire
- Attempts to mantle railing 126 fail if player is intersecting tripwires 803, 806, 810, or 811. //fixed, installed stim tripwires
- Lighting of ladder 1644 vastly different from adjacent ladder 1645. //fixed'ish
- Floor openings for ladders 1644, 1645 could use trim. //done
- Janky physics collisions in railing group with railing 1577, etc. //fixed, consolidated physics, corrected alignments
- Added flanges 1891, 1892.
- Pipe 1085 in area with all the broken steaming pipes a pain in the ass to maneuver around. //fixed, halved height so you can just step over it
- Possible to get stuck on wall console 406 when dropping down from near broken railing 1537. //fixed, moved over a bit
- Wall near pipe 1652 excessively featureless. //fixed, copied one of the numerous wall consoles in this area onto it
- Area in vicinity of 25, -285, -11 excessively featureless (there aren't even any objects near here to reference). //fixed, added a TriOp console to the wall
- Physics jank between railings 111, 125. //fixed, made dimensions match
- Remove KeypadUnhackable script from keypad 1148, no longer necessary. //done
- Maybe remove convenience button 324 on easy and normal, so players on those difficulties can't be tricked into having to backtrack for Rick access card 1779. //done
- Worms emitted near goo 2194 can be triggered by walking underneath the platform they're on. Intentional? Possible oversized tripwire. //fixed and centered a bit more
- Terrain slot for beams 1373, 1374 too narrow, should be D5. //fixed
- Signs 1150, 1167, 1170, 1172, 1177, 1178, 1182, 1186, 1187, 1188, 1189, 1191, 1243, 1250 slightly floating off wall. //fixed
- Shaft with ladder 477 air brush too tall, messes up texturing around top. //fixed
- Area with ramp to ducts (near 1578) excessively dark. //fixed, made the light brush in there a bit brighter and more centered
- Grunged around hull breach.
- Turrets 238, 2105, 2107, 2135, 2138, 2140, 2199 need physics updated to new gamesys values. //done, also deleted unused model tweqs
- Psi hypo 914 hidden under black egg 517. //fixed, moved over by broken pipes
- Turrets 2138, 2140 clip into pipe 376. //fixed, shrank pipe
- Room with crate 2181 very dark and confusing to navigate. //fixed'ish, added lights 277, 2279 in pits where players most likely to blindly fall
- Shallow pit with crate 2181 just deep enough that it's clunky to get out of. //fixed, made a bit more shallow
- Weird gap under one end of walkway under grate 184. //fixed
- Rick turret 2199 almost impossible to see. //fixed, added some red light above it
- Light 2217, grate 184, and their niche off-center from the walkway they're supposed to be centered over. //fixed
- Ladders 961, 971 floating off wall. //fixed
- Adjusted particle effects 1206, 1214 to better match lighting in room.
rick2 v32:
- Turrets 883, 884 need physics offsets updated to new gamesys values. //done
- No Rickenbacker ventilators on this deck. //fixed'ish, added a couple (66, 67)
- Ladder 958 much brighter than adjacent ladder segments. fixed'ish
- Doors 1271, 1335 close sound not audible. //fixed
- Doors 612, 1017, 1201, 1271, 1335, 1349 and passageways near 101, 102 too short for AIs to pass through. //fixed
- Resized both elevator doors to be 7 units tall instead of 6.
- Added Static Light Pos to doors 91, 184.
- Player shake on arrival doesn't work reliably. //fixed, added script scpShakeFixRick to marker 105
- Door 869 missing room brush. //fixed
- Altar brushes off-center. //fixed, also adjusted altar dimensions to be more realistic
- Moved champagne bottle 477 over to where it looks like it would have fallen off the altar.
- Linked clip 702 (named "clippy" for some reason) into corpse 704 so there's not quite as much junk laying on the floor.
- Step near pipe 950 doesn't always work reliably for getting onto it. //fixed, added invisible physics helper between them
- Resized elevator door to be 7 units tall instead of 6.
- Added Static Light Pos to door 979.
- Added Many fog fx 878 to Diego's quarters.
rick1 v57
- Patrol point 2011 can't be reached from point 2012 by hybrids, causing them to stall or infinitely walk into Low Headroom sign. //fixed, disconnected 2011 from 2012
- Bad pathfinding between railings 1260, 1261. //fixed
- Grates 182, 185 can't be walked over by AIs. //fixed
medsci1_99
- Light alcoves around lights 1985, 1911, 424 need cleanup //done
- Texture above console 701 just a bit off //fixed
- Marker 1197 should have delay lowered to time the pumpguy scream better //done, lowered to 1.20
- Chucky has trouble spotting the player after his sequence is done //added well above average vision, doesn't seem to help much though. either way, it is not worse than vanilla
- Floor tiles in the alcove near 2151 need to be replaced with something better //done, using the ventbead grating
ops2_41
- Outside rim ceiling textures in the room with console 844 need better alignment. //done
- Inside rim ceiling textures in the room with grate 916 need better alignment. //done
ops4_43
- Tweq trap 689 should be moved to Z:-26.75 so the grubs would not be spawning mid-air. //done
- Floor under cm 949 looks better with U:64 V:48, should probably be applied. //done
- All pipes near cm 949 too short, not reaching the room walls. //fixed
rec1_61
- Partial medbed 435 needs to be flipped around 180 degrees so that the medbed key would not be stuck in the ground once attached. //done
rec2_61
- Piece of locker debris lying on stain 1856 incorrect textures on the sides. //fixed
eng2_68
- Monkey 140 will not activate should the player not frob the corpse that activates it. //fixed, added a safety tripwire
command1_42
- Consoles near both shuttle shield control terminals need to have their texture U coordinate adjusted. //done
deleted "Missing" archetype (Boss Fusion? hopefully nothing bad is going on here).
command2_45
- Few textures on consoles in the room with holo 1276 need to be adjusted to look better with 400 mod enabled. //done
rick1_58
- Rumbler 2141 should not stare into the wall. //fixed
- Turret 2199 floating off the ceiling a bit. //fixed
medsci1 v100 posted
- Computer 2006 should be switched to new mirrored model. //done
- Log 1608 doesn't add code to notes. //code added to notes.str, now need to do the rest; //done
- Ladder stack 1481 has multiple alignment/spacing issues. //fixed
- Window 1309 missing "VB Secure" sticker on one side. //fixed
- Window 2701 distorted. //fixed
- Try triggering Midwife attack when leaving location of Toxin-A canister 2140 instead of when initially approaching it, to reduce probability of player being distracted by Midwife attack while Polito message is playing. //done; added teleport trap 1744 to teleport in tripwire 2160 behind player after they approach the Toxin-A; reduced delay before midwife moves toward player from 1 to 0.1 seconds; moved Midwife teleport marker 2159 closer; removed redundant schema play from Midwife signal response; deleted now-unused EVENT1-Tripwire2b (1589); Can grab Toxin-A without entering tripwire. //fixed
- Yellow stripes near marker 2103 need fixing. //fixed
- Ammo 1025 just laying right in the middle of the hallway looks a bit silly. //fixed, moved off to the side
medsci2 59
- fixed elevatoring
medsci1 101
- fixed elevatoring
- Added infocomp 1578 diffpermit 0 (editor only). will be made available by the Repairman mod, which turns gurney 674 into a broken medbed. will destroy the medsci2 repair infocomp accordingly.
earth v55
- Tram car isn't centered on tram station arrival gate/path to lifts. //fixed
Can't believe I never noticed that until now.
rec1 v62
- Computer 953 would look better mirrored. //done
- Pipe 393 only partial physics coverage. //fixed
- Nanite tanks 623, 624 right next to each other. Kind of weird and also makes it crowded in there. //fixed, added 624's stack count to 623 and made 624 invisible
rec2 v62
- Menu signs 716, 718 that say "Please Select Your Choice" should have physics, glass material, and do something when frobbed. Maybe display "Meal service suspended." or something like that. //done and done
- Koolaid bot 2143 damaged by explosion when wall explodes. //fixed, changed 466 to emit HE_Harmless instead of HE Explosion
- Computer 431 would look better mirrored. //done
- Maintenance access pit (near 308) looks ridiculously huge. //fixed'ish, made a bit smaller and higher-poly
- Looks very odd having two different kinds of ceiling lights right next to each other in the maintenance room. //fixed, made recessed light into hanging light
- Player can easily pass through hanging ceiling lights 778, 779, 1325, 285, 286, 141, 1292, 695, 693, 692, 603, 2239. //fixed
- Can't mantle railing 153. //fixed, replaced door tripwire 147 with stim tripwire
rec3 v53
- Frame for door 1430 missing some bits around the bottom sides (see medsci). //fixed
- AIWatchObj link from bot 839 to marker 118 seems to almost never be triggered, but when it is, it permanently freezes the bot. //fixed, removed link
- Can stick head through hanging lights 395, 425, 426, 427, 819. //fixed
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