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1 | Date | Description (text) | Map (mapname) | Screenshot/Savegame (link) | Type | Reported by (voluntary) | Fix? (Dev field) | Note (Dev field) | Priority (Dev field) | ||||||||||||||||||
2 | 2017-11-01 | the squirrel script is nuts | n/a | Mechanics | voodoo47 | Working as intended | |||||||||||||||||||||
3 | 2017-11-01 | one of the wall textures near 1328 is just a tiny bit off | medsci2 | Texture | voodoo47 | Fix | Low | ||||||||||||||||||||
4 | 2017-11-01 | no sound propagation above 1207 | medsci1 | Other | voodoo47 | Fix | Low | ||||||||||||||||||||
5 | 2017-11-10 | The tram has headlights on one of its bumpers. Since the tram moves in both tunnel directions, add headlights to the other bumper. | command1 | Object | System Shocked | Other | maybe when Olfred has a lot of time. like, a real LOT. | Low | |||||||||||||||||||
6 | 2017-11-10 | The tram has an enable/function switch that always glows red, regardless of state. Alternate its color from red to green to indicate travel between platforms, then back to red when it arrives at a platform. | command1 | Object | System Shocked | Other | would need extra resouces. probably not worth the effort. | ||||||||||||||||||||
7 | 2017-11-10 | So you Devs can't bring yourselves to delete the single handrail situated way above looking down onto the street level. Consider an alternate thinking to justify the existence/placement of this indidual handrail. Add additional connected handrails throughout this upper observation platform as a means of providing proper safety to individuals accessing this upper area. | earth | Object | System Shocked | No Fix | NO. stop being annoying about that rail. | ||||||||||||||||||||
8 | 2017-11-10 | Throughout the game, use the positioning between the stools and their distance from the bar as used in the Happy Noodle restaurant. Most often, the number of stools, the spacing between them and their distance from the bar is inconsistent and non-sensical. | n/a | Object | System Shocked | Investigating | some fixes are planned. | Low | |||||||||||||||||||
9 | 2017-11-10 | Even though the position of the droid in the UNN lobby has been previously reported as clipping into the booth's front panel, its hands STILL noticeably clip into the booth's front panel. The SCP fixit list states that the droid was moved backwards away from the booth's front wall, but it still hasn't been moved back sufficiently enough to fix the droids clipping issues. The droid's hands still clip into the booth's front panel. To correct the problem, the droid needs to be moved back even MORE to finally address its clipping issues. | earth | Object | System Shocked | Fix | things sometimes clip into things. | Low | |||||||||||||||||||
10 | 2017-11-10 | Reposition the speaker in the UNN lobby to above the booth that the droid is in. This is where its positional announcement originates from. It makes sense. | Object | System Shocked | Investigating | ||||||||||||||||||||||
11 | 2017-11-10 | As previously reported, position all activation, card readers and light switches to the right side of corridors, hallways, doors and rooms. Start with relocating the switches in the initial training room. It makes no sense for the player to repeatedly step left or to reach across their body to access a switch. In the real world, right is mostly right. | n/a | Other | System Shocked | Other | not really needed. | ||||||||||||||||||||
12 | 2017-11-10 | Adopt a standard lower/upper texture orientation for ALL grav-shaft tubes throughout the game. | Texture | System Shocked | No Fix | as mentioned, not everything has to be identical with everything. | |||||||||||||||||||||
13 | 2017-11-10 | Add a forcefield ambient sound to all those that don't have an existing one, like the ones depicted in the large shuttle bays. | n/a | Other | System Shocked | Working as intended | this has been tried, it was found to be too anoying. large ones are enough. | ||||||||||||||||||||
14 | 2017-11-10 | Add a top cover to all single spinning filament experiment containers. While you're at it, add a sound. | n/a | Other | System Shocked | Other | maybe when I care. | ||||||||||||||||||||
15 | 2017-11-10 | Add a washroom to the Sim-Sex hallway. This hallway absolutely needs a washroom, considering all of the decreptive/disgusting ongoings that occur in it. YICK ! | rec2 | Other | System Shocked | No Fix | the holo-projector will auto-purify all your extremities when exiting. | ||||||||||||||||||||
16 | 2017-11-10 | card slots 619 and 620 do not turn green when opened. | ops4 | Object | voodoo47 | Fix | bad modelsstate on card slots 619 and 620 - probably remove the prop. //actualy more stuff going on there - they seem to auto-unlock when using the game exe? | Normal | |||||||||||||||||||
17 | 2017-11-12 | In tgarden, even though player can clearly jump across collapsing floor grate, it still falls down into tunnel below. | rec2 | Mechanics | System Shocked | Investigating | probably not worth tweaking to death, but I will take a look. | ||||||||||||||||||||
18 | 2017-11-12 | Periodically have the exterior circling shuttle craft travel in the opposite direction, with a different flightpath. | station | Mechanics | System Shocked | No Fix | way too much work went into this already, should be more than sufficient for now. | ||||||||||||||||||||
19 | 2017-11-12 | As previously reported twice, the crates situated to the left of the torpedo room can be pushed around and clipped into each other. Please make them immobile. | rick1 | Object | System Shocked | Fix | looks like this has slipped through the cracks (not in the beta3 report sheet). obj 1324 and around | Low | |||||||||||||||||||
20 | 2017-11-12 | As previously reported, the area below Eng1 & Eng2 has a very long corridor. The 5 separated areas have inconsistent and/or mismatched ceiling/wall textures. Last area has no texture for half of its ceiling? | eng1 | Texture | System Shocked | Fix | fix on the ceiling, I see no problems on walls. | Normal | |||||||||||||||||||
21 | 2017-11-13 | As previously reported, has an ambient sound been added to the fan in the room beyond the first double blast doors? The room with the working machinery. < < < EDIT > > > : But screenshot shows map's name and location. | medsci1 | http://i.imgur.com/CaSqqF9.jpg | Object | System Shocked | Fix | fan 2229 rck_fanS rad 25 nosharpcurve. also not aware of any previous report (edit: was filled in beta3 under incorrect mapname, that's why). | Low | ||||||||||||||||||
22 | 2017-11-13 | As previously suggested, do battery terminals display status indicator LED lights - a blinking red LED indicating the need that a charged battery needs to be inserted and a steady green LED once a charged battery has been inserted? | medsci1 | Object | System Shocked | Fix | it actually should be dark and green, the last version of SHTUP has a slightly incorrect texture, and yes we know about it. | Normal | |||||||||||||||||||
23 | 2017-11-13 | There's been many a time when I think I've destroyed all of the black eggs, only to discover that I haven't which means backtracking into previous areas to find those that I've missed. The game provides periodic messages about the status of destroyed and remaining black eggs. Can a counter be added to the HUD to indicate the ongoing status concerning the black eggs? | rick2 | N/A | Other | System Shocked | No Fix | not possible without extra script stuff, and even if, would look odd and discrepant. | |||||||||||||||||||
24 | 2017-11-13 | As reported twice before, in the lower area with the 4 monkey cubicles, next to a medical bed, there are 2 crates, one on top of the other. Player can jump onto the lower crate and clip through the upper crate. < < < EDIT > > > : Reported as issue #47 in SCP Beta2 feedback and as issue #167 in SCP Beta3 feedback. | medsci2 | http://i.imgur.com/MNcXSHl.jpg | Object | System Shocked | Fix | yes, the player can clip into many things in this game. make peace with this fact. in this case, fix because it has no physics at all. also I'm pretty sure no such report was in the beta3 doc. | Normal | ||||||||||||||||||
25 | 2017-11-13 | In initial career selection room: 1. There are 4 corner rooms each with 2 glass walls, but no means to indicate how these rooms can be accessed - no doors?. 2. As previously reported, area below these 4 rooms is completely barren of any props whatsoever? Add some furniture, plants, posters, etc. 3. As previously reported, walkway floor textures need to be reworked into full textures along main walkways and any 1/2 textures should be positioned at end of hallways at the doors leading to player's next selected level. | station | Other | System Shocked | No Fix | not worth doing anything in that area. it's just walkways with empty glass windows that lead to the shuttles. the end. | ||||||||||||||||||||
26 | 2017-11-13 | As previously reported, for consistency, add handrails to other similar steep corridor ramps. Many corridors are too steep for crewmembers to negotiate without some assistance. Some have handrails, others don't? | n/a | Other | System Shocked | Other | maybe. collect screenshots of such places and we'll see, but generally, we are not too hasty about adding things "just because". stuff really need to be missing to warrant such additions. | ||||||||||||||||||||
27 | 2017-11-13 | As repeatedly previously reported, when a player walks along a handrail, his/her movement is stopped - there is an invisible barrier. This often happens. | n/a | Object | System Shocked | Other | yes it does. the game has some not too great objects - one more reason to not add stuff unless absolutely necessary. also, I don't see any previous reports. | ||||||||||||||||||||
28 | 2017-11-13 | As reported previously on at least 2 occasions, on the mezzanine area above the basketball court is a counter. The counter's left end side texture differs from the counter's right end side texture. This was reported in the SCP Beta2 issue forums on page 10 as issue #108(b). The 2 screenshots provided in the post shows that the counter's left side texture differs from the counter's right side texture. | rec1 | http://i.imgur.com/0VoDzwr.jpg | Object | System Shocked | Fix | ok, I see what you mean. this isn't really a problem, and fixing it requires messing around with brushes, which is a risky thing. I'll have a second look. //brush with the antenna set time to 354 should do the trick, also tiny brush under the tower move to X: 28.25, and adjust textures accordingly (V: 48). so fix. | |||||||||||||||||||
29 | 2017-11-15 | For the setpiece missing a single dislodged ceiling tile doesn't provide enough of an opening for Tommy, Rebecca but mostly for the huge Rumbler to drop down into the room below. Remove 4 to 6 additional ceiling tiles so that a large enough ceiling opening exists. | command2 | Geometry | System Shocked | No Fix | nope, the current setup is ought to be enough. | ||||||||||||||||||||
30 | 2017-11-15 | In the frozen room with the destruction of the second assassin, the broken elevator's smoke/steam passes through the elevator's left shaft wall. Change its angle? | ops3 | Object | System Shocked | Fix | Low | ||||||||||||||||||||
31 | 2017-11-20 | Issue originally reported as #160 in Beta3 feedback, but oddly not understood at the time. Color of light emitted from these adjacent light fixtures noticeably differs. | medsci1 | http://i.imgur.com/HLxRuSn.jpg | Object | System Shocked | Fix | Low | |||||||||||||||||||
32 | 2017-11-20 | Issue originally reported as #181 in Beta3 feedback, but not understood at the time. Raise control box so that its conduits fully contact/enter into the angled ceiling. At the moment, only the rear portion of them do so. | eng1 | http://i.imgur.com/VFIfBk5.jpg | Geometry | System Shocked | Fix | Low | |||||||||||||||||||
33 | 2017-11-22 | Side wall textures used in the left shaft differ from side wall textures used in the right shaft. | medsci1 | http://i.imgur.com/cQTp8gO.jpg http://i.imgur.com/ljXXDlZ.jpg http://i.imgur.com/RtLK99e.jpg | Texture | System Shocked | No Fix | dude, are you bloody serious? | |||||||||||||||||||
34 | 2017-11-22 | The centering of this oversized light fixture model within its alcove ONLY occurs when it first appears at the start of the game. In ALL other instances, it's positioned off-center for no apparent reason. Please rework and center all lights of this type, including any other oversized light fixture models. Originally reported in the SCP Beta2 feedback forum on page 10, Report/Post #231 as issue #16 on Apr. 3/16. | medsci1 | http://i.imgur.com/WLnMW3p.jpg | Geometry | System Shocked | Investigating | ||||||||||||||||||||
35 | 2017-11-22 | The wall textures surrounding the ladders in the 2 Shuttle Bays aren't consistent. Originally reported in the SCP Beta2 feedback forum on page 10, Report/Post #231 as issue #4 on Apr. 3/16. | command1 | http://i.imgur.com/MQcMYbU.jpg http://i.imgur.com/rFfE0Ty.jpg | Texture | System Shocked | Investigating | probably fix. | |||||||||||||||||||
36 | 2017-11-22 | As previously reported, positioning of lights on these raised platforms varies at both ends. Center them on their surfaces. Originally reported in the SCP Beta2 feedback forum on page 10, Report/Post #231 as issue #6 on Apr. 3/16. | rick1 | http://i.imgur.com/5NRoUl3.jpg | Geometry | System Shocked | Investigating | probably fix. | |||||||||||||||||||
37 | 2017-11-22 | The Devs have stated that any reported object that exibits a 1 pixel floating parameter won't be fixed, even though other similar reported issues have been fixed previously. As previously reported, here's a bench seat that a Dev reports clips into the wall by 5 pixels that won't be fixed because "I can't be bothered to fix this now". What is special about this clipping issue is that the wall that the bench seat clips into shows 2 wall explosions whose force would have thrown the bench seat away from the wall which should have eliminated any of its potential existing clipping issues. There's another reported similar bench seat that clips into a wall in the Hydroponics level 1, that also has a clipping issue of 5 pixels??? Once again the Dev comment is "I can't be bothered to fix this". | medsci1 | http://i.imgur.com/0nf4KQx.jpg | Geometry | System Shocked | No Fix | ||||||||||||||||||||
38 | 2017-11-22 | As previously reported, maximize the advertising positioning of the "Happy Hour" signs. Add more signs elsewhere to further advertise the event. | medsci2 | http://i.imgur.com/oEisbci.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
39 | 2017-11-24 | Move SHUTTLE CONTROL sign to better location. | eng2 | Images | Object | System Shocked | No Fix | ||||||||||||||||||||
40 | 2017-11-24 | Control panel has no on-screen description. | eng1 | http://i.imgur.com/q3kvK7C.jpg | Object | System Shocked | Other | special quest things usually don't | |||||||||||||||||||
41 | 2017-11-24 | Another control panel has no on-screen description. | eng1 | http://i.imgur.com/UkE9KiE.jpg | Object | System Shocked | Other | ditto | |||||||||||||||||||
42 | 2017-11-24 | Caution signs too low and the right sign floats. | hydro2 | http://i.imgur.com/W5HLCKS.jpg | Object | System Shocked | Fix | ||||||||||||||||||||
43 | 2017-11-24 | Opposite wall textures here don't match. | hydro2 | http://i.imgur.com/38wdF5m.jpg | Texture | System Shocked | Other | ditto | |||||||||||||||||||
44 | 2017-11-24 | Raise 2 lights to match many others in adjacent areas. | hydro2 | http://i.imgur.com/DQFzBcP.jpg | Object | System Shocked | Fix | probably fix | |||||||||||||||||||
45 | 2017-11-24 | Add warning stripes to ramp to match other one nearby. | hydro2 | http://i.imgur.com/eAIjpkL.jpg | Texture | System Shocked | No Fix | ||||||||||||||||||||
46 | 2017-11-24 | Maintain same design/symmetry for this entire corridor. | hydro2 | http://i.imgur.com/vtKFQHx.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
47 | 2017-11-24 | These 2 lights don't contact their wall. | hydro2 | http://i.imgur.com/YDy3ZIj.jpg | Object | System Shocked | FIXED IN BETA4!!! | ||||||||||||||||||||
48 | 2017-11-24 | Bench seat severely clips wall, FAR more than 5-pixels. | hydro2 | http://i.imgur.com/9PCZXA8.jpg | Object | System Shocked | FIXED IN BETA4!!! | ||||||||||||||||||||
49 | 2017-11-24 | Texture missing from top of walls. | hydro2 | http://i.imgur.com/4BH7Qg9.jpg | Texture | System Shocked | No Fix | stripped level, not much can be done with textures. | |||||||||||||||||||
50 | 2017-11-24 | Texture missing from bottom of wall. | hydro2 | http://i.imgur.com/upgTxe9.jpg | Texture | System Shocked | Other | striped level, not possible to modify textures | |||||||||||||||||||
51 | 2017-11-24 | Wall textures in adjoining rooms not aligned. | hydro2 | http://i.imgur.com/uMpHf2e.jpg | Texture | System Shocked | No Fix | ditto | |||||||||||||||||||
52 | 2017-11-24 | Reposition desk to fix its clipping raised display hood. | hydro2 | http://i.imgur.com/ZB1Cyph.jpg | Texture | System Shocked | Fix | ||||||||||||||||||||
53 | 2017-11-24 | Position light above door to match other corridor light. | hydro2 | http://i.imgur.com/v0rDMQ7.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
54 | 2017-11-24 | Position light above door to match room's opposite one. | hydro2 | http://i.imgur.com/6fPVzBT.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
55 | 2017-11-24 | Extend ramp's bottom warning stripes to match its top. | hydro2 | http://i.imgur.com/QOJFVYM.jpg | Texture | System Shocked | No Fix | ||||||||||||||||||||
56 | 2017-11-24 | A severed arm should reflect evidence of bleeding. Also, entire rear of Value-Rep machine clips into wall. | hydro1 | http://i.imgur.com/t4AUnpU.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
57 | 2017-11-24 | Add a warning sign to match one in opposite corridor. | hydro1 | http://i.imgur.com/VfThTKF.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
58 | 2017-11-24 | In the event of an accident, raise water spout and computer console to avoid water submergence. | hydro1 | http://i.imgur.com/xq6DHDI.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
59 | 2017-11-24 | Add warning sign to match one on column's other side. | hydro1 | http://i.imgur.com/zmthinR.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
60 | 2017-11-24 | Add a plausible reason for existence of this ladder. | hydro3 | http://i.imgur.com/ccSEEiy.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
61 | 2017-11-24 | Change one vat's escaping steam for variety and break monotony of all six vats venting steam in same manner. | hydro3 | http://i.imgur.com/X1JRwLQ.jpg | Mechanics | System Shocked | No Fix | ||||||||||||||||||||
62 | 2017-11-24 | Lower column's lights to a more typical/useful height. | hydro3 | http://i.imgur.com/OAuJXQ2.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
63 | 2017-11-24 | This corridor's textures are not aligned here. | hydro2 | http://i.imgur.com/BNxjMCx.jpg | Texture | System Shocked | No Fix | ||||||||||||||||||||
64 | 2017-11-24 | For better distance visibility, move the left MESS HALL sign onto the corridor's opposite wall. | ops3 | http://i.imgur.com/BDDyOVS.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
65 | 2017-11-24 | Position elevator signs at the same height. | rec1 | http://i.imgur.com/t5K0rsU.jpg | Texture | System Shocked | FIXED IN BETA4!!! | ||||||||||||||||||||
66 | 2017-11-24 | For better legibility, lower/center all crew quarters signs. | rec1 | http://i.imgur.com/wd9SGnM.jpg | Texture | System Shocked | No Fix | ||||||||||||||||||||
67 | 2017-11-24 | Raise this DO NOT BLOCK sign so it's not BLOCKED. | rec1 | http://i.imgur.com/NAERRrn.jpg | Texture | System Shocked | No Fix | ||||||||||||||||||||
68 | 2017-11-24 | Have these 3 floating column signs been anchored yet? | command1 | http://i.imgur.com/nqogXO6.jpg | Object | System Shocked | FIXED IN BETA4!!! | ||||||||||||||||||||
69 | 2017-11-24 | Has shoddy placement of 8 wall switches been fixed? | command2 | http://i.imgur.com/4KyoPzj.jpg | Object | System Shocked | FIXED IN BETA4!!! | ||||||||||||||||||||
70 | 2017-11-24 | Tidy-up missing texture to maintain area consistency. | rick1 | http://i.imgur.com/i3NxsCw.jpg | Texture | System Shocked | FIXED IN BETA4!!! | ||||||||||||||||||||
71 | 2017-11-24 | Adjacent lights have different illumination look/pattern. | rick1 | http://i.imgur.com/xUCjl23.jpg | Mechanics | System Shocked | No Fix | ||||||||||||||||||||
72 | 2017-11-24 | Reposition crate so player can freely move back & forth. | rick1 | http://i.imgur.com/FPUgybz.jpg | Mechanics | System Shocked | No Fix | ||||||||||||||||||||
73 | 2017-11-24 | Actvaton switch floats above its pedestal. | rick1 | http://i.imgur.com/PB6KnFu.jpg | Object | System Shocked | No Fix | float is one pixel. | |||||||||||||||||||
74 | 2017-11-24 | Player auto-climbing this ladder works intermittently. | rick1 | http://i.imgur.com/XF7YAj0.jpg | Mechanics | System Shocked | Unable to replicate | ||||||||||||||||||||
75 | 2017-11-24 | Area bathed in red lighting but no justifying light source. | rick1 | http://i.imgur.com/ucA0JEP.jpg | Mechanics | System Shocked | Investigating | ||||||||||||||||||||
76 | 2017-11-24 | Replace inferior right texture with superior left texture. | rick1 | 1 | Texture | System Shocked | No Fix | ||||||||||||||||||||
77 | 2017-11-24 | Window desc. displayed from far away but not up close. | rick1 | http://i.imgur.com/WmmC4On.jpg | Mechanics | System Shocked | Working as intended | Dark just does this. | |||||||||||||||||||
78 | 2017-11-24 | At least one wall sign floats. While fixing, center both. | rick1 | http://i.imgur.com/YWUbfcW.jpg | Texture | System Shocked | FIXED IN BETA4!!! | ||||||||||||||||||||
79 | 2017-11-24 | Rotate pipes so green LED's face floor. Promote effect. | rick1 | http://i.imgur.com/LeJhlhf.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
80 | 2017-11-24 | Wall sign floats & light in adjacent room seriously floats. | rick1 | http://i.imgur.com/JW7RyOG.jpg | Object | System Shocked | Fix | 879 technically floats one more pixel than it should. | |||||||||||||||||||
81 | 2017-11-24 | Re: issue #27 Dev request, handrail blocks player. | rick1 | http://i.imgur.com/YAAm6yJ.jpg | Mechanics | System Shocked | Other | the railins have crummy physics, but fixing this is slighly too complicated | |||||||||||||||||||
82 | 2017-11-24 | Re: issue #27 Dev request, more handrails block player. | rick1 | http://i.imgur.com/G49Hsf1.jpg | Mechanics | System Shocked | Other | ditto | |||||||||||||||||||
83 | 2017-11-24 | For safer player dismount, center ladders within shaft. | rick1 | http://i.imgur.com/4Qxmze0.jpg | Mechanics | System Shocked | Investigating | ||||||||||||||||||||
84 | 2017-11-24 | Touch-up missing/misaligned morgue pedestal textures. | rick1 | http://i.imgur.com/qT3MTah.jpg | Texture | System Shocked | Fix | partially fixed, but needs more work | |||||||||||||||||||
85 | 2017-11-24 | Reposition pipes to maximize superior eye-candy. | rick3 | http://i.imgur.com/cbmvGW2.jpg | Object | System Shocked | Fix | ||||||||||||||||||||
86 | 2017-11-24 | Maintain same ceiling texture for walkway undersides. | rick3 | http://i.imgur.com/EPQu8Wo.jpg | Texture | System Shocked | Other | fixed in beta4!!! | |||||||||||||||||||
87 | 2017-11-24 | Are the adjacent wedge lights centered on their walls? | earth | http://i.imgur.com/0lH55Li.jpg | Object | System Shocked | Fix | ||||||||||||||||||||
88 | 2017-11-24 | Raise speakers to improve sound & lessen vandalism. | earth | http://i.imgur.com/3qKhOox.jpg | Object | System Shocked | No Fix | ||||||||||||||||||||
89 | 2017-11-24 | If not yet done, finally anchor this wall sign to its wall. | medsci1 | http://i.imgur.com/s9GjQHW.jpg | Object | System Shocked | FIXED IN BETA4!!! | ||||||||||||||||||||
90 | 2017-11-24 | Finally, lower this wall sign and eliminate its floating. | medsci1 | http://i.imgur.com/ezYgljE.jpg | Object | System Shocked | FIXED IN BETA4!!! | ||||||||||||||||||||
91 | 2017-11-24 | A reported SCP Beta2 issue to be fixed in SCP Beta3, but wasn't - WHY? Confirm this issue has been fixed. | station | http://i.imgur.com/ajLokPs.jpg | Texture | System Shocked | Fix | it's fixed as much as it can be. don't wanna touch the brushes. //ok, I will just make all the ceiling uniform grey. | |||||||||||||||||||
92 | 2017-11-24 | Move crewmember left or right so she looks out a window and not into the support column. | station | http://i.imgur.com/S0yPGVq.jpg | Other | System Shocked | Investigating | ||||||||||||||||||||
93 | 2017-12-24 | bot 733 set up to ignore the player completely until its run is complete | rick2 | Object | voodoo47 | Investigating | should probably attack the player once spotted | ||||||||||||||||||||
94 | 2017-12-29 | card slots 322 and 1749 show as green even though locked | rick1 | Object | voodoo47 | Fix | remove the modelsstate prop on the concretes | ||||||||||||||||||||
95 | 2018-01-02 | garden ambients start/stop abruptly | rec2 | Object | voodoo47 | Investigating | |||||||||||||||||||||
96 | 2018-01-04 | the resurrection station object -1677 could use a bit of physics for the bottom pad | n/a | Object | voodoo47 | Fix | "Size" 5, 5, 0.3 "Offset 1" 0, 0, -4.8 | ||||||||||||||||||||
97 | 2018-01-04 | wormskin armor -84 a bit too fat | n/a | Object | voodoo47 | Investigating | maybe scale to 0.6/0.5/0.6? | ||||||||||||||||||||
98 | 2018-01-06 | traits.str has a typo, postion instead of position | n/a | Other | voodoo47 | Fix | Normal | ||||||||||||||||||||
99 | 2018-01-07 | after hacking security, a turret needs to lose sight of the player to actually stop shooting | n/a | https://youtu.be/uM13170zx94?t=252 | Mechanics | voodoo47 | Investigating | fix if possible. | Normal | ||||||||||||||||||
100 | 2018-01-10 | monkey 781 stuck in the nacelle - the door floor gap needs an invisible pathable marker bridge so proper paths would be generated. | eng1 | Other | voodoo47 | Fix | now obj 1264,1266 inverter,1263 qb set | Low |