Tag114 Posted August 31, 2023 Posted August 31, 2023 (edited) The small biogenerator in the public garden is invisible. Edited August 31, 2023 by Tag114
greenjoe Posted August 31, 2023 Posted August 31, 2023 camera and newscaster are overlapped in the security lobby office.
Billy Mays Posted August 31, 2023 Posted August 31, 2023 The staircase that leads into the engineering conference room, doesn't work. Seems to bring you back to deck two, when you try and go up. Â
Carver Posted August 31, 2023 Posted August 31, 2023 Beginning with the positive: The Chapel looks absolutely stellar; same with the Bar, Kitchen and Library. I love the flooring throughout these areas. The north-facing machines are generally more visible than I expected, without intruding too much onto the tiles. Though the Newscaster and Request Console look somewhat cut off sprite-wise, but I suppose there isn't much to be done from that angle. I highly appreciate that this attempts to be unique and distinct from other servers.  Onto the more critical: Some of these railings really look off, as if the bottom railings were misplaced by half a tile southward. Spoiler Some of the floors feel a bit too bright when contrasting with the walls, perhaps due to their highlights? Spoiler Comparatively, the following floors look very good due to having inherently darker tiles and subtler highlights Spoiler The vertical sprites on these doors don't mesh with the surrounding walls very nicely. Perhaps this could be solved with some edge darkening/outlines against those walls (in place of the current lightening on those edges, which is rather odd), as present in the horizontal sprites? Examples of both vertical and horizontal included to show what I mean. Spoiler Final and very small bit of critique, the way that these side rails 'end' makes them look as though they're merely a floor-liner in some places. If end-posts were possible such as where railing corners connect, it would help alleviate this.  Spoiler Overall, I like the changes for the most part (especially in Service), a few touch-ups would solve all of my present complaints.
Airlines7 Posted August 31, 2023 Posted August 31, 2023 (edited) Got three things. I love the new walls, like someone said before they really do make the ship feel a lot larger and I find it easier on the eyes. The floors are definitely lovely, I like the new sections with grates and the large plate sections. I do however find the small tile sections busy on the eyes, I would suggest to increase the large tiles through the halls and maybe make a half tile decoration for the halls and long stretches, SCC would never waste the extra 0.00001 credit on 4 more rivets than make a larger tile. Lastly some obvious bugs are the elevators not liking open space tiles, R&D lift as an example. Spoiler railing is below Idris logo animation Spoiler no "end" to a rail, and improperly connected corners, Spoiler extra tile decals by holodeck alpha Spoiler love the new sprites and stuff, keep it up! Â Â Edited August 31, 2023 by Airlines7 hid the images
hazelmouse Posted August 31, 2023 Posted August 31, 2023 Subjective feedback! A lot of the ship looks a lot more desaturated and higher on contrast than before, which can be a little hard on my eyes. I'd like to see the contrast reduced and a little more colour and shade brought back into a few sprites and departmental decals. Wooden floorboards look a lot more washed out in a way that's particularly noticeable in service. Spoiler 4 hours ago, RustingWithYou said: A lot of the floor decals seem to have become way brighter, and generally been somewhat messed up in their layout. It's especially jarring in spots like Security, where the airlocks are still the darker sec blue. Ditto to this. A few departments, including medical, engineering, and deck two security, have gotten much brighter floor decals than before, creating a pretty jarring contrast combined with the darker walls and the new dark grates in the hallways. New and old medical are below, you can see how much brighter the new floors are. I'd like to see the floors darkened down a little, and the grates made a little lighter, to reduce the contrast. Spoiler Conversely, areas that haven't had a big shift in colouration look way better than they did before. The crew armoury isn't hard on the eyes at all in comparison to the old sprites, the walls and the floors do not feel at odds with eachother. Spoiler (ignoring the hivebots lol, i didn't have a better screenshot of the old armoury) Overall an excellent update, and I'm looking forward to seeing how it develops as the kinks are worked out!
LynxSolstice Posted August 31, 2023 Posted August 31, 2023 Layering of the air alarms is off, and the merc spawn room doesn't have source installed. (it has pink and black textures for the tiles)
hazelmouse Posted August 31, 2023 Posted August 31, 2023 (edited) Bugs. The airlock controller inside the port propulsion airlock appears to be invisible, I can only use it if I alt click and select it on the floor tile inside of the airlock. Spoiler   Also, similar to what Lynx said, the orientation of wallbound devices on the Tarwa ship will need to be looked at. Spoiler  Edited August 31, 2023 by hazelmouse
Melariara Posted August 31, 2023 Posted August 31, 2023 Flew around the offstation antag rooms for some pictures.  Wizard Mind Palace Spoiler Loner (also I think the map on the wall there is the Aurora Map?) Spoiler  Merc Room Spoiler Spoiler Spoiler  Ninjas Spoiler  Burglars Spoiler  Heisters Spoiler Â
Ramke Posted August 31, 2023 Posted August 31, 2023 (edited) I love the looks so far. The garden and deck 3 (aside from hallways, mentioned below) looks fantastic. The gold accent on Command airlocks is great. Hangars look very cool, so do the docked ships. My criticism is that the floor types are very bright and washed out now, to the point where it starts hurting the eyes. It feels like the old lighting testmerge a few months ago, and clashes with the brightness of the walls, grates and surroundings to my mind. The main areas I dislike are the medical lobby (seems to have a lighter shade of green than the rest of medical), security and general hallways (because of the clashing contrast between walls, grates & surrounding sprites). In my opinion they could do with toning down the brightness and contrast. Some sprites (i.e. the wooden chairs at the big dining table in the dining area beside the kitchen, the tables with wood flooring) are difficult to see because it's nearly the exact same colour as the floors. Edited August 31, 2023 by Ramke
La Villa Strangiato Posted August 31, 2023 Posted August 31, 2023 Every single north-facing lightbulb is floating above the tile. Yes, every single one. Also, someone forgot to install source in the gravity generator: Â
Melariara Posted August 31, 2023 Posted August 31, 2023 Also, new doors don't have little hatches for drones/pAI anymore, so they just sorta... phase through. It's really noticeable, unfortunately.
hazelmouse Posted August 31, 2023 Posted August 31, 2023 (edited) Bugs. When adding plating to table frames, the sprite remains unchanged. This applies at least to steel and wooden tables. Spoiler  A light fixture almost entirely covers the supermatter blast doors button in waste disposals, you have to track down a thin line of pixels or alt click to use it. Spoiler Intercoms do not light up when the speakers or microphone is enabled. Spoiler  Edited August 31, 2023 by hazelmouse
stevIII Posted August 31, 2023 Posted August 31, 2023 It kinda bugs me that some desk windoors (Specifically the Pharmacy, I have not checked elsewhere) are now solely outwards facing, and ID locked. This means that to put something on the desk, you have to either leave it on the ground, or get the inhabitant to open it. The north-side windoor in the Pharmacy is inwards facing however, and far less annoying to deal with. .
GeneralCamo Posted August 31, 2023 Posted August 31, 2023 9 hours ago, lilahnovi said: Some new sprites would benefit from shadows added to their model as a semi-transparency. We should have a proper shadow system similar to what /tg/ has, so low-light environments don't cause issues with baked shadows.
DatSamTho Posted August 31, 2023 Posted August 31, 2023 Invisible walls in xenoarcheology, along the drawn lines The buttons are partially covered by the lights, making them hard to press
Susan Posted August 31, 2023 Posted August 31, 2023 I like this overall, but I have a few critique points: -Reinforced Walls use the same sprite as normal walls. They should be different in some capacity, like they were before. -I do not like the airlock sprites. The glass airlock windows are not transparent like the 2x1 airlock, and they have no depth. They are big blobs of color with no detail. Compare these to our previous airlocks. The one on the right, the old one, had far more visual interest and suggested depth comparatively. Yellow highlights gave visual interest, and the overall design was more interesting. The new one is a red square. Overall, though, I find this to be an improvement. Kudos to the development team, spriters, and mappers for putting in so much time and effort. Thank you all. 2
greenjoe Posted August 31, 2023 Posted August 31, 2023 this floor light needs moving down, its half in the wall currently.
greenjoe Posted August 31, 2023 Posted August 31, 2023 37 minutes ago, Susan said: I like this overall, but I have a few critique points: -Reinforced Walls use the same sprite as normal walls. They should be different in some capacity, like they were before. -I do not like the airlock sprites. The glass airlock windows are not transparent like the 2x1 airlock, and they have no depth. They are big blobs of color with no detail. Compare these to our previous airlocks. The one on the right, the old one, had far more visual interest and suggested depth comparatively. Yellow highlights gave visual interest, and the overall design was more interesting. The new one is a red square. Overall, though, I find this to be an improvement. Kudos to the development team, spriters, and mappers for putting in so much time and effort. Thank you all. Agree with this, overall this is great, just the doors i'm not a fan of. The 2 tile wide doors are also very plain
pocheto Posted August 31, 2023 Posted August 31, 2023 Camera clipping here Spoiler APC and fire alarm clip here Spoiler Flags and light tubes look a bit weird Spoiler oh god this elevator Spoiler Â
GeneralCamo Posted August 31, 2023 Posted August 31, 2023 Not a fan of the new look of maintenance. I think the new look of the platingless floor is too smooth, and the contrast between that and the grating is too much. My alternative proposal, which I am willing to put the work into, would involve replacing the grating with catwalk and adding some grungy tiles to maintenance:
greenjoe Posted August 31, 2023 Posted August 31, 2023 far west maint stairs on D1 don't have the perspective decoration set up
Sparky_hotdog Posted August 31, 2023 Posted August 31, 2023 The plaque in the bar doesn't have a description about it's engraving anymore. Examining it just says it's a floor. Spoiler The barstools look really nice, but they look like they are supposed to be directional? They don't rotate though, and most of them start facing the wrong way (South). Spoiler The camera in the kitchen overlaps with the food vendor in a strange way. The light being on top of the window also looks kind of strange. Spoiler Hallway light seems to be blocking this air alarm Spoiler Security HUDs are also overlaying weirdly with stuff Spoiler Something bugged with this door too (Machinist's lift) Spoiler More strange layering in security Spoiler And another light blocking a flag north of the intrepid Spoiler Â
Sparky_hotdog Posted August 31, 2023 Posted August 31, 2023 Oh, also the alert when an airlock can't close that plays is really annoying if someone has to stand in an airlock due to, say, a security confrontation (Moving one way would stop the conversation, the other would endanger themselves). If it could only play the first time the airlock fails to close that would be great!
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