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My Very Own Grineer Galleon Issue Compendium (Up To 230 Issues!)


egregiousRac
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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


790Is.png

Just to the right of the Deception point.


 

2: Low detail models/light issue


790X1.png

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


791aO.png

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


791li.png

791nH.png

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


791z6.png

The Press E dialogue is being placed at floor level.


 

6: Prop Collision Error


791Oc.png

You can walk onto the lamp seen here from any side, but it looks like you teleport upward.


 

7: Minimap pathing issue


7923M.png

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


793La.png

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/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


795SY.png

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


796QY.png

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


79758.png

Same room as the cannons, on one of the bottome levels.


 

12: Prop placement error


7986z.png

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


798we.png

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.

798Bz.png

There are no light fixtures on the other side to produce this light.


 

14: Inconsistant lighting


798J9.png

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


798UA.png

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


79aAd.png

This is in one of the spawn rooms.



 

Edited by egregiousRac
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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.

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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


7azHE.png

This is in one of the spawn rooms. The pipe winding on the floor goes through the corner decoration.


 

18: Mesh Overlap Error


7aA3j.png

7aA7h.png

There are issues like this all over the railings in the lower level of this room.


 

19: Prop Placement Issue


7aAJb.png

Part of the pipe is going through a floor plate.


 

20: Map Holes


7aB5T.png

7aBnI.png

Clearer map shot: 7aBaK.png

The yellow rectangles are gaps in the walls.


 

21: Prop Placement Issue


7aB9d.png

Another pipe problem. Same tile as issue 20.


 

22: Mesh Overlap Error


7aBH7.png

7aBJI.png


 

23: Specularity Issue


7aC51.png


 

24: Glowing Cubes


7aCeb.png

Another batch of glowing cubes. You can also cast shadows on them:

7aCiH.png

They are actually chamfered! Complexity! (but oh god, that texture)


 

25: Light Issue


7aCFR.png

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 by egregiousRac
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The rest of batch 2 (26-39), because there were too many pictures for one post:

26: Lighting Seams

7aD8s.png
7aDf5.png
A couple different seams in the capture target exit tile.

 
27: Map Hole

7aDvJ.png
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

7aDSC.png
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) 7aErV.png
CUBES

 
29: Light Issue

7aEPv.png
Where is the red light coming from?

 
30: Smoke Uglies

7aF8o.png
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

7aFfZ.png
Pipe going through stuff.

 
32: CUBES

7aFEn.png
I really hate these cubes, even if they are chamfered.

 
33: Model Issue

7aFua.png
There are holes in this mesh. (look at the pipes) There are also some serious amounts of reflectivity on it.

 
34: Light Issue

7aFLq.png
Where is the light coming from that is casting this shadow?
Farther back shot showing no lightsource that could cause this shadow:
7aFPf.png

 
35: Cubes I can live with (not an issue!)

7aG4f.png
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

7aGip.png
The center of this floor panel is extremely dark.

 
37: Lighting Issue

7aGmc.png
There is an entire line of lights right there, but the shadow is being cast towards them.

 
38: LOD issue

7aGpQ.png
7aGrB.png
7aGsk.png
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

7aGSI.png
The panels on the walls at the top of this room are far more lit than anything around them.

Edited by egregiousRac
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  • 2 weeks later...
One exterminate here I go! Batch 3, part 1 (40-54):


40: VFX Clipping


7kPyY.jpg

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


7kPDK.jpg

There is an orange spotlight coming from that computer screen at a funny angle.


 

42: Light Issue


7kPLd.jpg

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


7kPR2.jpg

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


7kPVV.jpg

7kPXK.jpg

The camera does not recognize the hatches on the cieling as being solid, so it passes through them.


 

45: Prop Placement Issue


7kQ2S.jpg

It does not make sense for these screens to be angled downward.


 

46: Mesh Overlap Issue


7kQ6R.jpg

7kQ5b.jpg

There is something overlapping the floor here, causing flickering.


 

47: Light Seam


7kQaj.jpg

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


7kQel.jpg

One screen glows, the rest do not.


 

49: Light Seam


7kQhi.jpg

The lower portion of the pipe has a very harsh seam.


 

50: Smoke Coloration


7kQmH.jpg

The smoke shown here is bright green. What are the Grineer venting into their ships?!


 

51: Light issue


7kQoX.jpg

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


7kQzG.jpg

The low wall lights (left) are much brighter and much less red than the cieling lights (right).


 

53: Mesh Issue


7kQDQ.jpg

The ends of these roof peices are open. Naked edges big nono.


 

54: Mesh/Texture Quality


7kQGE.jpg

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 by egregiousRac
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Batch 3, part 2 (55-68):

55: Mesh Overlap Issue

7kQNr.jpg
7kQOM.jpg
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

7kQV4.jpg
7kQVj.jpg
7kQVA.jpg
Really bad flickering here.ss

 
57: Prop Placement Error

7kR0X.jpg
The vents are about 1/3 inside the cieling.

 
58: Prop Placement Error

7kR6R.jpg
7kR7h.jpg
This bolt is oriented the wrong way, so we can see the naked edges on the end of it.

 
59: Prop Placement Error

7kRcm.jpg
Pipes to nowhere.

 
60: Mesh Overlap Issue

7kReZ.jpg
7kRem.jpg

 
61: Smoke Coloration

7kRk1.jpg
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

7kRAP.jpg
7kRAz.jpg
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

7kRK7.jpg
7kRND.jpg
The text is being placed repeatedly, with progressively more and more distortion.

 
64: Prop Placement Issue

7kRQj.jpg
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

7kRZ0.jpg
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

7kSat.jpg
The end of the gun is being cut off by a clipping plane.

 
67: LOD Issue

7kSeQ.jpg
7kSfM.jpg
7kSgl.jpg
The mesh of the light pole barely changes as you move away from it, but the light itself disappears entirely.

 
68: Prop Placement Issue

7kSmp.jpg
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 by egregiousRac
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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

7mQDJ.jpg
The wires do not tile at all, and the shading on the pipes does not tile either.

 
70: Colission Issue

7mQQr.jpg
This decoration above the locker is climbable, but otherwise does not collide.

 
71: Texture Issue

7mR3n.jpg
Another texture tiling issue. Color and texture does not match across the seam.

 
72: LOD Issue

7mRcF.jpg
7mRdc.jpg
7mReU.jpg
7mRfr.jpg

 
73: Atmospherics Issue

7mRj7.jpg
The amount of fog in the room drops dramatically when up against this wall.

 
74: Prop Placement Error

7mRlC.jpg
The cable is running through the light on the floor.

 
75: Mesh Hole

7mRsD.jpg
The barrel is hollow, allowing you to fall through.

 
76: Cannon Issues

7mREy.jpg
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

7mS26.jpg
Just above the round light is the start of another copy of it.

 
78: Minimap Error

7mStq.jpg
The hack beacon is actually pointing at a console in the tile directly above me.

 
79: Collision Issue

7mSNM.jpg
There is a tiny ledge along this wall that allows standing.

 
80: Mesh Overlap Issue

7mSVS.jpg
7mSX6.jpg
7mT2e.jpg
7mT3w.jpg
There are two cases of overlap issues on the bottom of this platform.

 
81: Prop Placement Error

7mTnm.jpg
The hanging cables do not actually reach the platforms.

 
82: Light Seam

7mTGf.jpg
These two rooms in the same tile have totally different light colors.

 
83: Mesh Overlap Issue

7mTXv.jpg
7mU3D.jpg
7mU6o.jpg

 
84: Text Issue

7mUcY.jpg
Some of the text (the parts that are on the slanted parts of the wall) is rendered black.

Edited by egregiousRac
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Batch 4, part 2 (85-94):

85: Lighting Issue

7mUle.jpg
7mUpz.jpg
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

7mVhn.jpg
7mVi9.jpg

 
87: Mesh Ovelap Error

7mVtk.jpg
7mVtZ.jpg
All of these things in the upper part of this tile have overlap errors.

 
88: Map Hole

7mVHU.jpg
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)

7mWA3.jpg
7mWLN.jpg
7mWIe.jpg
7mWEt.jpg
7mWFC.jpg
And then I accidentally fell out:
7mX4z.jpg
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

7mZ0U.jpg
7mYYc.jpg
These props plunge downward, pushing the player through their base.

 
91: Water Rendering Issue

7mZ4K.jpg
7mZ60.jpg
7mZ8V.jpg
There is something invisible blocking the rendering of the water.
A character casting a shadow on it:
7n2nH.jpg

 
92: Disappearing Props

7mZh8.jpg
7mZiu.jpg
7mZjK.jpg
7mZl0.jpg
These pipes appear and disappear based on camera angle and player position.

 
93: Flickering Window

7mZqj.jpg
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

7mZzc.jpg
When walking on these pipes, water splash particles appear.

Edited by egregiousRac
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Batch 4, part 3 (95-109):

95: Incomplete Window Scene

7mZCp.jpg
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:
7n072.PNG

 
96: White Rendering through Corner

7mZGZ.jpg
This corner is having rounding issues it appears.

 
97: Out of Place Particles

7mZR4.jpg
There are bubbles that appear in the corner of the room.

 
98: Prop Placement Issue

7n0fg.jpg
These pipe pieces do not line up texture wise and do not meet, leaving a gap.

 
99: Water Globules

7n0rh.jpg
7n0uT.jpg
These hemispheres of water are just stuck to the wall in plain sight. No glass around them.

 
100: More water tomfoolery

7n0DS.jpg
Water. Stuck to a plate of metal. Somehow flowing. Also on ceiling:
7n0Go.jpg

 
101: Distance Based Object Fadeout

7n0Wl.jpg
7n0TT.jpg
7n0RD.jpg
And another example:
7n14l.jpg
These valves fade out based on player distance, and are unaffected by zoom.

 
102: Insane Grineer Architecture

7n1gF.jpg
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

7n1nP.jpg
Some of these railings have the lower parts, others do not.

 
104: Falling Forever

7n1Cn.jpg
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:
7n1K7.jpg
With both off:
7n23K.jpg
Found the problem. Seems like the blurring filter is conflicting with a background water texture.

 
106: Water Placement

7n2bC.jpg
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

7n2rF.jpg
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

7n2OF.jpg
The ash pile spawned under a locker, partially pushing it upwards and partially clipping with it.

 
109: Screens in desperate need of Backface Rendering

7n2Y4.jpg
7n2YJ.jpg
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 by egregiousRac
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  • 2 weeks later...
Batch 5, a defence mission. Part 1 (110-125):


110: Map Hole


7y7Tx.jpg

7y7W4.jpg

This window is not meeting the wall properly.


 

111: Text Lighting


7y864.jpg

7y880.jpg

The environment lights are not lighting the text at all. Dynamic player lights do, however.


 

112: Cieling Detail


7y8nY.jpg

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


7y8zC.jpg

7y8Ev.jpg

The pictured pipe ends before it reaches the cieling.


 

114: Mesh Overlap Error


7y9m9.jpg

7y9oT.jpg

This pipe connection has some overlap issues, causing flickering.


 

115: Prop Placement Error


7y9AM.jpg

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


7ya77.jpg

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


7ycYK.jpg

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)


7ybqa.jpg

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)


7ybCk.jpg

7ybDg.jpg

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


7yc0m.jpg

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.

7ykwV.jpg

Thirdly, they are too big for the pipes they are coming out of, so clipping occurs:

7yc8t.jpg


 

121: Fog Issue


7ycd0.jpg

This fog has a hard upper boudary, which looks awful.


 

122: Inconsistant Lighting


7ychF.jpg

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


7ycwp.jpg

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


7ycEN.jpg

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


7ydeK.jpg

7ydiH.jpg

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 by egregiousRac
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Batch 5, Part 2 (126-135):

126: Mesh Overlap Error

7ydCI.jpg
7ydDW.jpg
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

7ydRL.jpg
7ydQW.jpg
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

7yejD.jpg
7yekM.jpg
7yemz.jpg
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

7yeIU.jpg
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

7yf0R.jpg
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

7yfqz.jpg
 
Where I am:
7yftL.jpg
 
There is also a worse one in the kitty-corner corner:
7ygjQ.jpg

 
132: Mesh Overlap

7yfyb.jpg
7yfxC.jpg
The left hull panel should end inside the strut so it is hidden. Instead, it overlaps the right one.

 
133: Map Hole

7yfQc.jpg
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

7ygFv.jpg
7ygIK.jpg
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

7yhPi.jpg
It is black if DOF/Motion Blur are off, making it less noticable, but this is really bad.

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Batch 5, Part 3 (136-141):

136: Shadow Source

7yin7.jpg
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

7yjbb.gif
These two mesh panels overlap. It was hard enough to see from seperate shots that I actually made a gif.

 
138: Prop Placement Error

7yjm7.jpg
The light is floating. This is not subtle floating, this is extreme floating. From another angle:
7yjv4.jpg

 
139: Black Lighting Splotch

7yjJP.jpg
These cieling panels each have a big black splotch.

 
140: Prop Placement Errors

7yjYx.jpg
This is a giant pipe mostly inside of the corner.
7yk3F.jpg
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

7ykhp.jpg
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.

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Batch 6: One Assassination Mission. Part 1 (142-155):

 

142: Prop Placement Error

7DsDY.jpg
The prop next to the vent is clipping into the vent.

 
143: Entrance Vent Issue

7DsDY.jpg
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

7DsVc.jpg
There is a huge highlight coming from one light, but not the other.

 
145: Light Issue

7DsYG.jpg
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

7Dt39.jpg
One set of 2D pipes are much darker than the pipes they connect to or the pipes behind them.

 
147: Smoke FX Issue

7DtaB.jpg
7Dtbu.jpg
7Dtc8.jpg
7DtcW.jpg
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

7Du04.jpg
7Du42.jpg
Both of the rafters are the exact same width as the struts they intersect with.

 
149: Light Issue

7DtnU.jpg
Part of one of these boxes is recieving no environment light.

 
150: Light Issue

7Dtv3.jpg
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

7DtGz.jpg
The box on the right clips both the box I am standing on and the wall.

 
152: Wall Modeling Error

7DtJD.jpg
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

7DukR.jpg
7Duiy.jpg
The upper and lower parts of the wall overlap on both sides of the room.

 
154: Arc Trap Mesh Hole

7Dutz.jpg
7Duup.jpg
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: 7DuTn.jpg
Stairs: 7DuUB.jpg
Locker: 7DvI4.jpg

Edited by egregiousRac
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Batch 6, Part 2 (156-163):

156: Inconsistant Lighting

7DvaQ.jpg

 
157: Sound Issue

7DvmM.jpg
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

7DvEj.jpg
It is mostly in the wall in that corner in front of me.

 
159: Mesh Hole

7DvL2.jpg
This is the bottom of a Grineer computer console. The main console has no bottom.

 
160: Text Issue

7DvRj.jpg
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

7DvV3.jpg
7DvW8.jpg
There is clipping between wall decorations all over the lower part of this tile.

 
162: Texture Issue

7Dw0j.jpg
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

7Dw6W.jpg
7Dw8Z.jpg
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.

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Batch 6, Part 3 (164-172) is all one tile:

164: Mesh Overlap Error

7Dwr1.jpg
7Dwrk.jpg
The baseboard between some wall panels in this tile have overlap issues. I noticed it in these spots:
7DwOk.jpg

 
165: Mesh Overlap Error

7DwAE.jpg
7DwB5.jpg
Two peices of floor detail overlap. This issue can be found in these spots:
7DwTQ.jpg

 
166: Mesh Overlap Error

7DwZI.jpg
7DwXt.jpg
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:
7Dx9d.jpg

 
167: Mesh Overlap Error

7DxbO.jpg
7Dxca.jpg
The metal floor plates are overlapping with the rim of the pit things. This can be found in these spots:
7Dxkm.jpg

 
168: Mesh Overlap Error

7Dxnc.jpg
7Dxqw.jpg
Parts of these pipes are overlapping the floor. This can be found in these spots:
7Dxyx.jpg

 
169: Mesh Overlap Error

7DxCg.jpg
7DxAP.jpg
Part of this staircase is overlapping the landing. This can be found in these spots:
7DxH0.jpg

 
170: Light Issue

7DxOs.jpg
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

7DxSe.jpg
This lower area is strongly lit with striking red lighting, but there are no lights to be seen.

 
172: Light Issue

7DxUe.jpg
This light appears red, but only contributes a very small amount of white light to the environment.

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Batch 6, Part 4 (173-186):

173: Map Hole

7Dy2Z.jpg
All four of the alcoves on the lower level have a hole through which you can see out.

 
174: Mesh Overlap Error

7Dy7v.jpg
7Dy7m.jpg
These floor panels overlap. This issue appears in all four of the alcoves on the lower level.

 
175: Major Light Seam

7DynC.jpg

 
176: Unlit Surfaces

7DypM.jpg
7Dyqd.jpg
7Dyra.jpg
7DyrJ.jpg

 
177: Mesh Overlap Error

7DyuI.jpg
7Dyui.jpg

 
178: Mesh Overlap Error

7DyFo.jpg
7DyDC.jpg
7DyE7.jpg

 
179: Light Issue

7DyHk.jpg
The props are lit yellow, the wall is lit red to white.

 
180: Mesh Overlap Error

7DyQS.jpg
7DyQd.jpg

 
181: Crazy Text Stretching

7DyZt.jpg

 
182: Light Seam

7Dz2w.jpg

 
183: Mesh Overlap Error

7Dz4C.jpg
7Dz3V.jpg

 
184: Light Issue

7Dz6S.jpg

 
185: Mesh Overlap Error

7Dz93.jpg
7Dz8N.jpg

 
186: Mesh Overlap Error

7DzbC.jpg
7Dzbl.jpg

175-186 are in the assassination tile.
Edited by egregiousRac
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Batch 7, 1 1/5 Deception missions, part 1 (187-207):

187: Mesh Overlap Error

7EBtu.jpg
7EBsV.jpg
The point where the two curved sections come together overlaps quite significantly.

 
188: Prop Placement Error

7EChG.jpg
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

7EDJk.jpg
Only a small portion of this sign is having the crazy duplication/distortion issue.

 
190: Disallowed Paths

7EDPB.jpg
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)

7EEUd.jpg
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

7ELeu.jpg
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

7ELeu.jpg
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

7ELrJ.jpg
Similarly to issue 116, these cannons do not kick backward when they fire and fire at seemingly random intervals.

 
195: Missing Detail Outside Window

7ELIj.jpg
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

7ELQc.jpg
Some things appear to be clipping through the cieling.

 
197: Map Hole

7ELVv.jpg
I can't jump out, but I can certainly see out.

 
198: Mesh Overlap Error 

7EM2U.jpg
7EM1M.jpg
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

7EMyW.jpg
The lightning texture in use here does not line up at all.

 
200: Prop Placement Error

7EMBP.jpg
The mess container thing is clipping well into the ramp, which looks pretty awful.

 
201: Shadow Issue

7EMHW.jpg
There is a big blotch of shadow on this wall. I cannot find any object casting it.

 
202: Mesh Overlap Error

7EMNO.jpg
7EMOw.jpg
The dark grey bar just above the crosshair overlaps the slightly lighter gray bar just to its right, causing flickering.

 
203: Smoke Emitter Issue

7EMZD.jpg
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

7EN4K.jpg
All of the lights around this opening are floating slightly off it.

 
205: Texture Seam

7ENd4.jpg

 
206: Text Issue

7ENlf.jpg
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:
7ENsQ.jpg

 
207: Light Issue

7ENAY.jpg
These cogs have some horrible issues with parts of them being black.

Edited by egregiousRac
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Batch 7, Part 2 (208-229):

208: Light Issue

7ENH5.jpg
Where is all of this red light coming from?

 
209: Light Issue

7ENLr.jpg
That one coupling band is extremely strongly blue lit.

 
210: Sensor Bar Spawn Issue

7ENOf.jpg
The Sensor Bar is obstructed by pipes. These pipes have collision issues:
7ENQf.jpg
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

7EO70.jpg
This crate is partially in the wall.

 
212: Prop Placement Error

7EOaU.jpg
These pipe pieces do not line up at all.

 
213: Map Holes

7EOir.jpg
7EOjb.jpg

 
214: Skybox Hole

7EOkc.jpg

 
215: Collision Issue

7EOny.jpg
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

7EOqA.jpg
These big pipes do not quite reach the wall.

 
217: Lighting Issue

7EOtc.jpg
Part of this crate is not lit.

 
218: Bad Arc Trap Placement

7EOuH.jpg
That Arc Trap could hit me on the floor below, forcing me to parkour up while under constant damage.

 
219: Wall Placement Error

7EOEn.jpg
There appears to be a wall coming through that wall!

 
220: Planet Projector Placement Issue

7EP62.jpg
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

7EP7G.jpg
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

7EPdK.jpg
 

 
223: Map Hole

7EPo7.jpg

 
224: Debug Textures/Unneccessary Walls

7EPsR.jpg
If you clip the camera through the cieling you can see another room above this tile that has debug textures.

 
225: Map Hole

7EPB0.jpg

 
226: Prop Placement Issue

7EPEp.jpg
There is a large gap between these two pipes.

 
227: Mesh Overlap Error

7EPLo.jpg
7EPKX.jpg
The 2d pipes are overlapping, causing an endcap to flicker.

 
228: Collision Issue

7EPPR.jpg

 
229: Prop Placement Error

7EPTN.jpg
Part of a floorpanel is sticking into this pipe.

Edited by egregiousRac
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