Flaterectomy
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CHANGELOG [30th of May 2016]
o Fixed the ancient bug where bullet casings would float i… -
Plenty of progress in Ventilation this week!
CHANGELOG [29th of May 2016]
o Further detailing in Ventilation and the air shaft towards Purification
o Re-added the vent between Ventilation and the corridor leading to Life Supp… -
@The_Welsh_Wizard Whoops, fixed.Inspirational concept art, you say? This isn't quite the style that you might expect for this theme, but different things lead to different inspiration. These are by Simon Stalenhag, and you can check out more here: in Spark Detailing Exercise #4: Man vs Nature Comment by Flaterectomy May 2016A shorter list than intended due to a family birthday and a power outage, but I will make up for this next week, dammit!
CHANGELOG [22nd of May 2016]
o Improved and fixed some occlusion geometry in the ready room
o Continued …I always wanted to be able to join in on the exercise myself, but right now I am in a good flow of completing Caged and am wanting to spend my mapping time doing that. So I may have to start a new one without taking part in it myself.
Ho…Here we go!
CHANGELOG [15th of may 2016]
o Completely detailed the corridor between Life Support and Ventilation
o Completed detailing the connection between Shipping and Ventilation
o Further detailing in VentilationShort changelog this week, but lots of time and work invested in them.
CHANGELOG [8th of may 2016]
o Began detailing Ventilation, changed its layout somewhat - still loads of greybox
o Replaced clean catwalks in dirty rooms w…All right, the issue described has been fixed in today's patch. Feel free to unlearn the expertise you've had to make second nature in order to climb over the pipe before. in ns2_tram platform pipe placement 1 px too high Comment by Flaterectomy May 2016Looks like you actually get stuck-ish between the pipe and the support prop next to it. I've made a few minor fixes into Tram recently, and I can easily fix this with some collision geometry.CHANGELOG [24th of april 2016]
o Began detailing the Shipping-side exit of Ventilation
o Replaced dirty pipes in clean rooms with shiny blue-ish pipes
o Placed a red light over the Sewer - Purification vent entrance in Sewer
…(Quote) Not too sure about the texture on them yet, but it'll do for now.
Ventilation will come once all prerequisites are met.
CHANGELOG [10th of april 2016]
o Added a cyst next to the res node in Generator so new ones can be built if the aliens' starting harvester is echoed out
o Fixed jitter eff…(Quote) Highly unlikely. Be realistic, Andy.This being a similar video, I'll drop it here. I was talking with @Kasharic about his level ns2_unnamed and promised him I'd show how I'd go about making some of the elem…These were new screenshots, Vet. The ones I showed you were from the editor, these are in-game. :PWell excuuuse me for picking the other screenshot and not thinking about how the toilets aren't visible in that one! …Hold on to your butts!
CHANGELOG [27th of march 2016]
o Fixed hole under powernode in Central
o Fixed stuck spot on a chair in Monitoring next to the Shortcut exit
o Fixed stuck spots on the vertical pipes in Life Suppo…What, SCC without Vet? Man, this is gonna be weird.Not 100% sure, but I think SWS only had issues when we also had NS2+ running.