egregiousRac Posted February 24, 2014 Share Posted February 24, 2014 (edited) I have been running missions (mostly solo) looking for issues. What follows are the issues I have found with the Grineer Galleon tileset. Batch 1, a Mobile Defense (Issues 1-16): 1: Explosive Barrel in the floor Just to the right of the Deception point. 2: Low detail models/light issue This is in the same room as the Deception point. The four white things are plain white cubes. They are much brighter than the lamps visually, and yet do not release light. 3: Light issue Also in the same room as the Deception point, there is a black bar in the light cast by the two lamps on the wall. 4: Light issue The end of this bolt on the machine in the middle of the Deception Point room is not being lit the same as the rest of the machine. 5: Dialogue placement error The Press E dialogue is being placed at floor level. 6: Prop Collision Error You can walk onto the lamp seen here from any side, but it looks like you teleport upward. 7: Minimap pathing issue This is in the Deception objective tile. Many objects in the upper part of this tile are not pathing correctly. It knows I am in this tile and shows the hack console for this tile, but shows the exit objective where the exit actually is. If I stand on the edge of the box as shown, or on the ledge on the right, it does not show the hack console. Additionally, the texture on the top of that thing next to me is awful. 8: Light issue The circular platform is four objects. Each one is shadowed exactly the same, even though the shadow does not tile properly. Additionally, the four lockers in the middle seem inconsistantly lit compared to the floor. Overall, this whole room could use another lighting pass. Further lighting seams: http://puu.sh/793YB.png http://puu.sh/7941f.png http://puu.sh/7947Z.png http://puu.sh/794fS.png - Also shows a prop placement error. This prop is being used as doorjam details, but is farther into the wall on one side than the other. It is actually a piece intended to be used for large wall struts: http://puu.sh/794Bd.png 9: Prop placement The crossbars on the bottom of the platform stick out a bit on the corners and where they intersect there is flickering due to multiple polys overlapping. 10: Lighting issue Cannon barrels are inconsistantly lit. These cannons: http://puu.sh/796Wk.png They are totally different tones than the areas around them. 11: Loot container in the floor Same room as the cannons, on one of the bottome levels. 12: Prop placement error In the room with the three columns on each side that allow the player to get up to the second level, the second column on both sides is not centered in it's spinning housing. Two of the three legs clip with the housing, and it is quite clearly off to one side if looked at from a distance. 13: Odd lighting The light is stronger just on the other side of the opening even though the light fixtures are over the opening and pointed this way. There are no light fixtures on the other side to produce this light. 14: Inconsistant lighting The crossbars seem to be being lit by some form of blue light, one moreso than the other, even though the lighting around them is much more orange. 15: Lighting seam Even though this is a doorway within the same tile, the lighting suddenly changes from blue to orange. Additionally, this shows inconsistant speculars between the two halves of the floor pad. 16: Lighting seam This is in one of the spawn rooms. You can find my other threads here: Earth - https://forums.warframe.com/index.php?/topic/203775-my-very-own-earth-issue-compendium-26-issues/ Void - https://forums.warframe.com/index.php?/topic/200294-my-very-own-void-issue-compendium/ Edited March 31, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
[DE]Skree Posted February 25, 2014 Share Posted February 25, 2014 Thanks for this compilation! Keep them coming. Even the cosmetic issues are still legitimate! Link to comment Share on other sites More sharing options...
Egg_Chen Posted February 25, 2014 Share Posted February 25, 2014 Well done OP. There are lots of odd speculars creeping into this tile-set as well. I have noticed that some sections of floor have an almost mirror like shine while the rest looks gritty the way it should. Before we know it we will have shiny floors everywhere like on the Grineer Asteroids! I'll try and grab some shots, but to be honest I'm barely playing these days. Link to comment Share on other sites More sharing options...
noveltyhero Posted February 25, 2014 Share Posted February 25, 2014 Thanks for this compilation! Keep them coming. Even the cosmetic issues are still legitimate! I love your new profile picture, will the average member be able to get their own picture soon? O.O Link to comment Share on other sites More sharing options...
egregiousRac Posted February 26, 2014 Author Share Posted February 26, 2014 (edited) I am really enjoying doing this. I was getting bored of the game (I have all the warframes, both unprimed and primed, maxed, and most of the weapons maxed), but running a single mission for two hours is a ton of fun. Batch 2, all from a single mission, part 1 (17-25): 17: Prop Placement Issue This is in one of the spawn rooms. The pipe winding on the floor goes through the corner decoration. 18: Mesh Overlap Error There are issues like this all over the railings in the lower level of this room. 19: Prop Placement Issue Part of the pipe is going through a floor plate. 20: Map Holes Clearer map shot: The yellow rectangles are gaps in the walls. 21: Prop Placement Issue Another pipe problem. Same tile as issue 20. 22: Mesh Overlap Error 23: Specularity Issue 24: Glowing Cubes Another batch of glowing cubes. You can also cast shadows on them: They are actually chamfered! Complexity! (but oh god, that texture) 25: Light Issue There are no lights in the under-area of this tile, and yet there are two spotlights casting. This is the most grievous issue in this tile, but there are literally no visible lightsources in the entire tile and yet there are lights casting everywhere. Edited March 8, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted February 26, 2014 Author Share Posted February 26, 2014 (edited) The rest of batch 2 (26-39), because there were too many pictures for one post: 26: Lighting Seams A couple different seams in the capture target exit tile. 27: Map Hole Gap in the roof of the capture target exit. This is right next the door that opens when the target escapes. 28: Capture Target Room When the capture target escapes, doors open in order to let the escape ship out, but there are a few issues. 1) The escape ship stops well within vision range. This can be solved by having its path take it off in any direction so that it is out of sight. 2) The doors stay open, leaving an opening to space. It needs the to have the outer door shut behind the escape ship. 3) The screens are way too repetitive. Even if they only show the two things, make it so that they are not just in blocks of eight. 4) If you look at the top back screen on the left you will see that there is something sticking through it. 5) CUBES 29: Light Issue Where is the red light coming from? 30: Smoke Uglies The smoke in this room could use a touch-up or removal. It looks really bad clipping through wall decorations and such. 31: Prop Placement Issue Pipe going through stuff. 32: CUBES I really hate these cubes, even if they are chamfered. 33: Model Issue There are holes in this mesh. (look at the pipes) There are also some serious amounts of reflectivity on it. 34: Light Issue Where is the light coming from that is casting this shadow? Farther back shot showing no lightsource that could cause this shadow: 35: Cubes I can live with (not an issue!) See, these are red/orange instead of white or yellow. They are actually pretty cool looking when they are not so bright. 36: Lighting Issue The center of this floor panel is extremely dark. 37: Lighting Issue There is an entire line of lights right there, but the shadow is being cast towards them. 38: LOD issue By image 3 it looks right, but in image 1 it is utterly horrifying and in 2 it is not much better. 39: Lighting Issue The panels on the walls at the top of this room are far more lit than anything around them. Edited March 8, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 6, 2014 Author Share Posted March 6, 2014 (edited) One exterminate here I go! Batch 3, part 1 (40-54): 40: VFX Clipping There are vents like this in a few spots in this tile. They are placed too close to the upper walkway, making the smoke clip through it. 41: Light Issue There is an orange spotlight coming from that computer screen at a funny angle. 42: Light Issue There are banks of lights on both sides of the prop in the middle, but the shadow is cast by the light that is farther away, off to the left. 43: Prop Placement Error Because the pipe lattice is at an angle compared to the girders, some of the pipes fail to intersect with it causing them to end abruptly. 44: Camera Clipping Issue The camera does not recognize the hatches on the cieling as being solid, so it passes through them. 45: Prop Placement Issue It does not make sense for these screens to be angled downward. 46: Mesh Overlap Issue There is something overlapping the floor here, causing flickering. 47: Light Seam The midpoint of this walkway has a seam in the lighting. The hexagonal mesh pipe is the worst offender, but the floor shows it too. 48: Material Issue One screen glows, the rest do not. 49: Light Seam The lower portion of the pipe has a very harsh seam. 50: Smoke Coloration The smoke shown here is bright green. What are the Grineer venting into their ships?! 51: Light issue There is not nearly enough of a gap under the railing to allow for the shadow to be that far away. Also, my frames shadow is just shaking like crazy. Flickering light should not equal shaking. 52: Light Issue The low wall lights (left) are much brighter and much less red than the cieling lights (right). 53: Mesh Issue The ends of these roof peices are open. Naked edges big nono. 54: Mesh/Texture Quality The quality of these bolts is abysmal. They are huge and yet they are awful. A rectangular prism with a round, off center texture? A hexagonal prism with the head texture being far lower resolution then the side? Edited March 8, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 6, 2014 Author Share Posted March 6, 2014 (edited) Batch 3, part 2 (55-68): 55: Mesh Overlap Issue Immediatly below the minimap there is some flickering going on. It is barely noticable in the screenshot, but it is very noticable in game. This is on the trim around the cieling. 56: Mesh Overlap Issue Really bad flickering here.ss 57: Prop Placement Error The vents are about 1/3 inside the cieling. 58: Prop Placement Error This bolt is oriented the wrong way, so we can see the naked edges on the end of it. 59: Prop Placement Error Pipes to nowhere. 60: Mesh Overlap Issue 61: Smoke Coloration This smoke is red. Again, what are they venting into their interiors? If this is going to be left as a crazy color, make it a hazard. 62: Clipping Plane Issue It appears that there is a ring around each window that renders the skybox, ignoring the hull and other decorations outside. 63: Wall Text breakage The text is being placed repeatedly, with progressively more and more distortion. 64: Prop Placement Issue The windows in the ceiling are not quite aligned with the area around them. This is true for all 12 of the windows in the middle of the tile. 65: Inconsistant Wall Decoration The walls in this tile are far less decorated than in most tiles. I actually quite like this, and it would allow for the more complex, steerable parkour system that apparantly once existed. 66: Clipping Plane Issue The end of the gun is being cut off by a clipping plane. 67: LOD Issue The mesh of the light pole barely changes as you move away from it, but the light itself disappears entirely. 68: Prop Placement Issue The pipes on the ceiling have fins that are intended to go into the wall in order to look like mounting brackets. Instead, they are just sticking out at a 45 degree angle. Additionally, the lines on the texture do not line up with the elbow connector. Here is my EE.log, in case that helps with anything (such as the text bug): http://frogbox.es/whff/download.php?id=53184514e66a6 Edited March 8, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 8, 2014 Author Share Posted March 8, 2014 (edited) My sister decided to join me for this one, so it is a big batch. Batch 4, part 1 (69-84) GO! 69: Texture Issue The wires do not tile at all, and the shading on the pipes does not tile either. 70: Colission Issue This decoration above the locker is climbable, but otherwise does not collide. 71: Texture Issue Another texture tiling issue. Color and texture does not match across the seam. 72: LOD Issue 73: Atmospherics Issue The amount of fog in the room drops dramatically when up against this wall. 74: Prop Placement Error The cable is running through the light on the floor. 75: Mesh Hole The barrel is hollow, allowing you to fall through. 76: Cannon Issues This surface is way too steep to logically be walkable, and yet it is. Also, the surface the Mag is standing on is invisible. 77: Decal Bounds Issue Just above the round light is the start of another copy of it. 78: Minimap Error The hack beacon is actually pointing at a console in the tile directly above me. 79: Collision Issue There is a tiny ledge along this wall that allows standing. 80: Mesh Overlap Issue There are two cases of overlap issues on the bottom of this platform. 81: Prop Placement Error The hanging cables do not actually reach the platforms. 82: Light Seam These two rooms in the same tile have totally different light colors. 83: Mesh Overlap Issue 84: Text Issue Some of the text (the parts that are on the slanted parts of the wall) is rendered black. Edited March 8, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 8, 2014 Author Share Posted March 8, 2014 (edited) Batch 4, part 2 (85-94): 85: Lighting Issue Some parts of the props in this area are pitch black, but do get lit by the light from melee weapons. 86: Mesh Overlap Error 87: Mesh Ovelap Error All of these things in the upper part of this tile have overlap errors. 88: Map Hole Up on the third level of this tile there are holes in two of the corners. They are safe, but you can see out. 89: Map Hole (Serious Pretty) And then I accidentally fell out: The big round ducts in the middle of the room can be scaled. When you get to the top there is no wall, just pipes. It takes some poking around, but you can get past them. 90: Collision Issue These props plunge downward, pushing the player through their base. 91: Water Rendering Issue There is something invisible blocking the rendering of the water. A character casting a shadow on it: 92: Disappearing Props These pipes appear and disappear based on camera angle and player position. 93: Flickering Window I cannot demonstrate it, but this window flickers if you stand against it and zoom in. It is quite painful. 94: Out of Place Particles When walking on these pipes, water splash particles appear. Edited March 8, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 8, 2014 Author Share Posted March 8, 2014 (edited) Batch 4, part 3 (95-109): 95: Incomplete Window Scene The pipe outside this window needs to be extended out of the players view. UPDATE: May not be as much of an issue as I originally thought. See 105. The white is caused by Motion Blur/DOF. It looks like this for my sister: 96: White Rendering through Corner This corner is having rounding issues it appears. 97: Out of Place Particles There are bubbles that appear in the corner of the room. 98: Prop Placement Issue These pipe pieces do not line up texture wise and do not meet, leaving a gap. 99: Water Globules These hemispheres of water are just stuck to the wall in plain sight. No glass around them. 100: More water tomfoolery Water. Stuck to a plate of metal. Somehow flowing. Also on ceiling: 101: Distance Based Object Fadeout And another example: These valves fade out based on player distance, and are unaffected by zoom. 102: Insane Grineer Architecture This balcony has no way up other than some conveniently placed crates, and the door just leads to a pair of huge water bubbles and a pair of lockers. How does this make sense from a functional standpoint? 103: Inconsistant Railings Some of these railings have the lower parts, others do not. 104: Falling Forever The Mag was falling forever, moving up and down on the piston. This was with no keys pressed. She was able to move away from it though. 105: Rendering Error With Motion Blur and/or Depth of Field on: With both off: Found the problem. Seems like the blurring filter is conflicting with a background water texture. 106: Water Placement The water just stops suddenly and is not visible in the porthole below. Additionally, there is a different pipe that intersects with that one lower down. 107: Water Placement The intersection between the water and the and the vents is quite ugly, especially since it actually starts behind the cover that it is supposedly coming out of. 108: Fire Mission Error The ash pile spawned under a locker, partially pushing it upwards and partially clipping with it. 109: Screens in desperate need of Backface Rendering These look really cool from the front, but they are invisible from the back due to backface culling. The either need an overhaul or backface rendering. Edited March 8, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 17, 2014 Author Share Posted March 17, 2014 (edited) Batch 5, a defence mission. Part 1 (110-125): 110: Map Hole This window is not meeting the wall properly. 111: Text Lighting The environment lights are not lighting the text at all. Dynamic player lights do, however. 112: Cieling Detail This cieling texture is fine when there are actual pipes over it, but it is looks awful when this exposed. Very inconsistant when compared to most ceilings. 113: Prop Placement Error The pictured pipe ends before it reaches the cieling. 114: Mesh Overlap Error This pipe connection has some overlap issues, causing flickering. 115: Prop Placement Error The wall props do not quite reach the corner, leaving a small section of cieling texture that is totally out of place. This can probably be solved, or at least lessened by adding the missing strut (http://puu.sh/7y9Nw.jpg) and spreading the wall panels out somewhat so width is not wasted because of them being inside the struts. If this does not completely fill that gap, changing the texture on that part of the ceiling to match the walls would help as well. 116: Non-animated Cannons Nearly all Grineer cannons slam backwards in order to reduce recoil. These do not. Additionally, they either fire randomly or at different intervals, because they are not consistent relative to each other. They should probably fire one after another, instead of totally separately. 117: Double Display of Room on Minimap All rooms other than the spawn room are shown twice, once smaller than the other. This happens every time on this map. I apologize, this may cause some difficulty in finding the locations of the following bugs. 118: Broken Light causing inconsistent lighting (This may still be an issue if that light was causing inconsistent lighting anyway) I initially did not realise that the cause was the broken light, so I got too close to it while lining up the screenshot. Because of this, I had to annotate the screenshot. The circled light was causing the two highlighted floor panels to be brightly lit, while nothing else in the area was affected. 119: Way too many broken lights (FIXED BY REMOVAL OF BROKEN LIGHTS) Walking past, I was taken down to 16 health from 3 broken lights on one side, one on the other, and one through the doorway at the end of the alcove. That is 5 broken lights that can all hit you at once. Each deals 300 damage to shields, meaning that that was 1500 damage worth right there. These are way too common. FYI, there were a total of 11 in this small defence map. 120: Prop Placement Error These things slide up and down, but are intended to be set into the cieling. This means that the light cables are just sticking straight down and not meeting anything. Additionally, the ring is not actually attached to the main body, because it is intended to be hung from the light cables. Thirdly, they are too big for the pipes they are coming out of, so clipping occurs: 121: Fog Issue This fog has a hard upper boudary, which looks awful. 122: Inconsistant Lighting Many of the small spawn rooms in this area have no light sources, and yet their ambient light level is higher than the main area. This glaring difference looks horrible. 123: Lack of Fog There are far more smoke particles in this pit than there are in the pit reffered to in issue 121 and yet there is no actual fog at the bottom of this pit. There should be fog with the smoke particles at the top of it. 124: Illogical Vent The big vent in the middle of this pit goes to nowhere. You can see the floor at the bottom of it, and even other pipes clipping through it. 125: Mesh Overlap Error Someone thought it would be a good idea to put the center of a broken fan in this grilled vent, which would look good except that there are the tabs that hold fan blades which intersect with the grill. Just move the thing slightly back into the wall and the problem is solved. Edited March 21, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 17, 2014 Author Share Posted March 17, 2014 Batch 5, Part 2 (126-135): 126: Mesh Overlap Error The corner trim is mirrored so it can be used on both the top and bottom of the ledge, but it overlaps. 127: Mesh Overlap Error This floor panel is going into the corner panel. There are issues on all four corners of the pit, some worse than others. 128: Mesh Overlap Error/Prop Modeling Error There is a box on the back of every one of these struts. It stops partway down and overlaps with the lower portion in the back. 129: Mesh Overlap Error This case of this corner has overlap issues. The other two corners like this in the lower area do not have this issue. 130: Respawn Depth Issue I can stand on this pipe and the pipe taller than it, but not the pipe below this or the center vent. Either move the respawn plane down to the floor level, or move it up so we can't get down here at all. Bonus Issue: There is a bent piece of metal passing through Vaubans crotch and out her buttocks. 131: Map Hole Where I am: There is also a worse one in the kitty-corner corner: 132: Mesh Overlap The left hull panel should end inside the strut so it is hidden. Instead, it overlaps the right one. 133: Map Hole This hull panel (the other end of the same one as issue 132) does not meet the strut it is supposed to. 134: Window Placement Inconsistancy The two sides have different layouts. If a 0 is no window and a 1 is windows, one side is 011010 while the other side is 101010. Personally, I prefer the look of 011010 because 101010 leaves one window shoved up against the wall. 135: Missing Cieling It is black if DOF/Motion Blur are off, making it less noticable, but this is really bad. Link to comment Share on other sites More sharing options...
egregiousRac Posted March 17, 2014 Author Share Posted March 17, 2014 Batch 5, Part 3 (136-141): 136: Shadow Source The strongest lightsources in this room are the screens that you can see on the right of the screenshot, but the player shadows are cast toward them. 137: Mesh Overlap Error These two mesh panels overlap. It was hard enough to see from seperate shots that I actually made a gif. 138: Prop Placement Error The light is floating. This is not subtle floating, this is extreme floating. From another angle: 139: Black Lighting Splotch These cieling panels each have a big black splotch. 140: Prop Placement Errors This is a giant pipe mostly inside of the corner. Similarly, this pipe goes from the previous pipe into the other pillar, except that that portion of the pillar is randomly cut away. 141: Collision Error These objects move up and down, but their collisions do not change. This means that some times you are floating in the air, while in other cases it is all the way up to your frames knee. Link to comment Share on other sites More sharing options...
egregiousRac Posted March 21, 2014 Author Share Posted March 21, 2014 (edited) Batch 6: One Assassination Mission. Part 1 (142-155): 142: Prop Placement Error The prop next to the vent is clipping into the vent. 143: Entrance Vent Issue Same picture as the last issue, but a different issue. You can see the cieling, pipes and all at the top of the vent. There is nowhere to come from. At least there is a vent at all, unlike some rooms, but it should lead somewhere or at least appear to. 144: Speculars Issue There is a huge highlight coming from one light, but not the other. 145: Light Issue Where is the light in this room coming from? It is better lit than the main tile, but there are no lights. Additionally, the lockers are much darker than the walls. All of the side rooms in this tile have this issue. 146: Light Issue One set of 2D pipes are much darker than the pipes they connect to or the pipes behind them. 147: Smoke FX Issue The amount, position, and direction of smoke coming out of these vents are dependant on the players position. The two side rooms in the lower part of this tile exhibit the same problem. Note that I am on maxed particles. 148: Mesh Overlap Error Both of the rafters are the exact same width as the struts they intersect with. 149: Light Issue Part of one of these boxes is recieving no environment light. 150: Light Issue Part of the wall itself is visible between wall panels, but it is brighter than the panels in front of it. 151: Prop Placement Error The box on the right clips both the box I am standing on and the wall. 152: Wall Modeling Error Walls are visible in the window that shouldn't be there. They are left over from the alcove below and to the left of the window. 153: Mesh Overlap Error The upper and lower parts of the wall overlap on both sides of the room. 154: Arc Trap Mesh Hole The central circle with the scrolling blue effect is transparent, allowing you to see through the trap. Additionally the texturing is hideous. It would be much better if they were left the texture they are before they are destroyed. 155: Arc Trap Spawn Wierdness Door: Stairs: Locker: Edited March 21, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 21, 2014 Author Share Posted March 21, 2014 Batch 6, Part 2 (156-163): 156: Inconsistant Lighting 157: Sound Issue This is one of a few locations where you can very clearly hear an extremely wet popcorn-like sound. It is probably intended to be the sound of a fluid leak, but it is way too strong and fast. 158: Loot Container Spawn Issue It is mostly in the wall in that corner in front of me. 159: Mesh Hole This is the bottom of a Grineer computer console. The main console has no bottom. 160: Text Issue This text is twice as wide as it should be. The easiest way to tell is to look at the squares (or what should be squares) at the bottom-right of each character. 161: Prop Placement Errors There is clipping between wall decorations all over the lower part of this tile. 162: Texture Issue The textures on these two screens are rotated 180 degrees. They are big enough of screens that they really should have better textures. 163: Mesh Hole On both sides of this area there are these big spaces through which you can see nothing interesting other than a lack of floor to coincide with the cieling of the area below. Link to comment Share on other sites More sharing options...
egregiousRac Posted March 21, 2014 Author Share Posted March 21, 2014 Batch 6, Part 3 (164-172) is all one tile: 164: Mesh Overlap Error The baseboard between some wall panels in this tile have overlap issues. I noticed it in these spots: 165: Mesh Overlap Error Two peices of floor detail overlap. This issue can be found in these spots: 166: Mesh Overlap Error You can see a black line in the second picture at the top of the rim of the floor plate with all the lights on it because overlap is causing flickering. This can be found in these two spots: 167: Mesh Overlap Error The metal floor plates are overlapping with the rim of the pit things. This can be found in these spots: 168: Mesh Overlap Error Parts of these pipes are overlapping the floor. This can be found in these spots: 169: Mesh Overlap Error Part of this staircase is overlapping the landing. This can be found in these spots: 170: Light Issue The wall piece in the corner is lit much more grey than the rest of the area. This is in the lower area. 171: Light Issue This lower area is strongly lit with striking red lighting, but there are no lights to be seen. 172: Light Issue This light appears red, but only contributes a very small amount of white light to the environment. Link to comment Share on other sites More sharing options...
egregiousRac Posted March 21, 2014 Author Share Posted March 21, 2014 (edited) Batch 6, Part 4 (173-186): 173: Map Hole All four of the alcoves on the lower level have a hole through which you can see out. 174: Mesh Overlap Error These floor panels overlap. This issue appears in all four of the alcoves on the lower level. 175: Major Light Seam 176: Unlit Surfaces 177: Mesh Overlap Error 178: Mesh Overlap Error 179: Light Issue The props are lit yellow, the wall is lit red to white. 180: Mesh Overlap Error 181: Crazy Text Stretching 182: Light Seam 183: Mesh Overlap Error 184: Light Issue 185: Mesh Overlap Error 186: Mesh Overlap Error 175-186 are in the assassination tile. Edited March 21, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 22, 2014 Author Share Posted March 22, 2014 (edited) Batch 7, 1 1/5 Deception missions, part 1 (187-207): 187: Mesh Overlap Error The point where the two curved sections come together overlaps quite significantly. 188: Prop Placement Error The curved pipe on the end of one of the peices decorating this edge clips through another decoration piece, looking pretty bad. 189: Text Issue Only a small portion of this sign is having the crazy duplication/distortion issue. 190: Disallowed Paths Both the lower rim on the edge of the path to my left and the object in the middle of the room look like they should be valid paths across the room, but the respawn plane is just above them. This is very disappointing. 191: Mesh Overlap Error (Within the prop, not the tile layout) I wasn't able to get a screenshot showing it, so I had to highlight the issues in red. That little bar is having flickering issues. It looks like there are extra bar meshes that need to be removed on both ends of this railing prop. 192: Prop Placement Error Grates, grates, everywhere! There is space for two of the grates to go, one of which is pushed off to the right and one is on the ground at my feet. Where did the smaller grates in the wall to the left and sticking down through the other two grates come from? Additionally, there is a 2d pipe sticking through. 193: Spawn Point Issue You can clearly see that there is no way into the area that we fell out of other than the hole we fell through. Are we stow aways? At the very least you could put a black fog plane up there. 194: Non-animated Cannons Similarly to issue 116, these cannons do not kick backward when they fire and fire at seemingly random intervals. 195: Missing Detail Outside Window You can see the firing end of the barrel in the left window. The back of the cannon is visible in the right window. Where is the hull it should be coming out of? 196: Prop Placement Error Some things appear to be clipping through the cieling. 197: Map Hole I can't jump out, but I can certainly see out. 198: Mesh Overlap Error The three struts of this style on this side of the room have this issue. The rest do not seem to. 199: Texture Seam Issue The lightning texture in use here does not line up at all. 200: Prop Placement Error The mess container thing is clipping well into the ramp, which looks pretty awful. 201: Shadow Issue There is a big blotch of shadow on this wall. I cannot find any object casting it. 202: Mesh Overlap Error The dark grey bar just above the crosshair overlaps the slightly lighter gray bar just to its right, causing flickering. 203: Smoke Emitter Issue The smoke emitter is not centered and the angle does not match the angle of the pipe. This causes it to look funny. 204: Prop Placement Issue All of the lights around this opening are floating slightly off it. 205: Texture Seam 206: Text Issue This text is both rotated 180 degrees and stretched horribly. No piece of text in the entire tile is properly oriented, with quite a few of them being upside down. Rotated 90 degrees makes sense if the rotation direction is consistant, but it isn't: 207: Light Issue These cogs have some horrible issues with parts of them being black. Edited March 22, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 22, 2014 Author Share Posted March 22, 2014 (edited) Batch 7, Part 2 (208-229): 208: Light Issue Where is all of this red light coming from? 209: Light Issue That one coupling band is extremely strongly blue lit. 210: Sensor Bar Spawn Issue The Sensor Bar is obstructed by pipes. These pipes have collision issues: It ended up taking me 8 charged shots with my Shred-equipped Dread to hit it because of projectile refraction. If I had not had that equipped, I would have had no way of getting through without losing all my energy. 211: Prop Placement Error This crate is partially in the wall. 212: Prop Placement Error These pipe pieces do not line up at all. 213: Map Holes 214: Skybox Hole 215: Collision Issue There is an invisible slope that I can stand on. The identicle strut off to the right has the same issue. The two on the other side of the mine primer do too. 216: Prop Placement Error These big pipes do not quite reach the wall. 217: Lighting Issue Part of this crate is not lit. 218: Bad Arc Trap Placement That Arc Trap could hit me on the floor below, forcing me to parkour up while under constant damage. 219: Wall Placement Error There appears to be a wall coming through that wall! 220: Planet Projector Placement Issue This is something that has bugged me for a long time, but this is the firs time I have run into this tile in one of my issue tracking runs. The planets are nowhere near centered in the projector. 221: Projector Pit Respawn Issue Why is the small pit in the projector a spot that respawns you? It seems like logical cover and players fall in it constantly. They should be able to just jump out. Instead, they get respawned, which causes a huge amount of frustration and leaves you open to enemy fire. This tile is quite common in Survival missions, where you cannot afford this. 222: Map Hole 223: Map Hole 224: Debug Textures/Unneccessary Walls If you clip the camera through the cieling you can see another room above this tile that has debug textures. 225: Map Hole 226: Prop Placement Issue There is a large gap between these two pipes. 227: Mesh Overlap Error The 2d pipes are overlapping, causing an endcap to flicker. 228: Collision Issue 229: Prop Placement Error Part of a floorpanel is sticking into this pipe. Edited March 22, 2014 by egregiousRac Link to comment Share on other sites More sharing options...
egregiousRac Posted March 22, 2014 Author Share Posted March 22, 2014 Heh. There are 52 images in batch 7, so part 3 is only one issue. Batch 7, Part 3 (230): 230: Mesh Overlap Issue There are multiple floorpanels crudely slapped together here, causing flickering. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now