Regarding Ulrik’s bugs
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Early triggering of battle outside the garage-Probably doesn’t need fixing. I could not trigger this w/normal gameplay or noclip (unless noclipping into the 3rd floor, which did and SHOULD have triggered it).
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Floating guns in the TOW courtyard-A nonissue. There is no way to see this w/o noclip.
1.0 RC critique
Gonna make this one quick.
General comments/suggestions
If you are still going to add some aesthetic touch ups, try NOT to do it in the garage and gasworks as these areas have really shitty performance already; any final optimizations here would be greatly appreciated. If this mod is not integrated w/BMS, you’ll likely have to come back and adjust the AI battle balance and update any bug fixes (e.g. garg, crossbow aim disappearing w/quick saves, etc.). Surprisingly, the mortar is fixed in this version.
Green=ammo/health, Red=bad
C2A5G
.50 cal vort shootout
Smooth out the lighting effect at the first light by the bend (image 1); it’s very abrupt/rectangular compared to the natural appearance of the rest of the lights.
Garage
The new door on floor 1 has an incandescent lighting effect that gives it a warm reddish appearance. Give it a more fluorescent/cooler color to keep consistency w/the lighting in this area.
Re-add the second striped line by the Humvee parking space to keep consistency w/the other spaces in the garage (image 2).
[COLOR=‘red’]Cover the area between the floor 2 ramp and the disjointed road w/debris to mask the fact that there should have been a connecting road there, like on the lower floor.
Vent drop/car shop
[COLOR=‘red’]Revert to .95b settings for the vent lighting. Really not liking the new target effects by the lights and the changes in the long corridor…it looks like this area is covered w/a laser grid now. This is completely inconsistent w/BMS as well as your C2A5I vent which doesn’t have the effect. In addition the car shop vent is also internally inconsistent as 3 of the lights are lacking the new effect.
[COLOR=‘Lime’]Reduce health dispenser to 50 (75 is way too much, also medkits in the courtyard).
TOW courtyard
[COLOR=‘Red’]Add invisible barriers above the harrier fence, petrol station fence, the door near the large vehicle, and by the high ground marine to prevent players from chucking missiles over these areas (similar to the furnace room changes). This will mess up the TOW counter and prevent the failure message from appearing. If it’s not too much of a strain on performance, couple the failure message to appear more tightly w/improper detonation of the last TOW as it currently takes ~5 sec. If you activate god mode and time yourself from the moment of the car shop trap detonation to the firing of the last TOW (w/o engaging any marines), you can delay activation of the TOW counter by this time, as players cannot realistically fire all missile so quickly.
Add a takeoff sound for the harrier and give it a smaller angle of ascent. Currently the player can see the harrier abruptly switch to horizontal w/o cheats, which looks awkward. With a smaller angle of ascent, you won’t need to make the harrier horizontal which bypasses the problem.
Still not digging the power generator area, if something really needs to be there, maybe switch the large water drums for more power generators.
Give the top of the Agrunt silo door a “lip” as it’s destructible and the same door type as the gasworks exit.
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Osprey/LAV courtyard
[COLOR=‘red’]The positioning of the camera does not correlate w/the image on the Barney monitor in C2A5H. The monitor shows the helipad when it is viewed facing the TOW COURTYARD. It SHOULD show the helipad when facing C2A5H to realistically account for the camera’s positioning/angle. Simply take the correct screenshot and re-add it to the monitor. This is actually a MISTAKE on your part and should be fixed.
Give the lightly colored metal plates sitting atop the bunkers and adjacent regions the same gray texture as the C2A5A building to keep consistency w/ST, as the area can be seen by the player.
C2A5H
Opening section
If any place needs an aesthetic touch up, it’s really the area by the destructible wall. There’s some minor texture problems on the newer floor (can see square texture delineations) and the area looks really clean and bare. Plus the crates are awkward. Maybe use the same textures here as the early tunnel and add some blood stains and a dead marine.
Tank battle
[COLOR=‘red’]Fix this texture by the marine spawn near the hut. It also looks weird when illuminated (image 3).
Rooftop
Vort still seems to stand there and look stupid if he survives.
Move the maintenance access sign to the BASE of the red valve and have the sign come in contact w/the base of the valve (no gaps). This is the most logical placement. The sign should be readable (not upside down) when the player is turning the valve.
Gasworks to end
[COLOR=‘red’]Move this flame and the invisible wall more to the player’s left to improve pathing of the Agrunt as it’s currently really awkward (image 4). The vort’s behavior here is also buggy. If he is stationary, he will only fire 1 shot and stop. He only fires additional shots IF he moves. Also, the low ground vort’s behavior is kind of stupid…he has trouble recognizing the player even w/line of sight.
Got a really weird physics bug shortly after the aliens spawned which may have been triggered by toggling godmode and noclip or possibly by repeated quickloads. The aliens were immune to crossbow bolts and would sink into the ground when they died. Several props and ammo/health pickups did this as well and the issue persisted into FaF, where I stopped playing. This only happened on 1 playthrough.
The view of the LAV courtyard as shown on the monitor is incorrect (see above). All other monitors are fine.
Once the road door opens, delete the first white door to your right (by the crates). Note that this door is supposed to lead to the new area behind the hut but when viewed from w/in the hut, there’s just a wall in its place. Again this is a MISTAKE.
[b]C2A5I
Garg chase[/b]
Garg’s patrol path is slightly better at the pool now but he no longer patrols the long section of the reservoir.
Adjust the physics of the falling ceiling debris to eliminate bouncing. At end of the corridor, the first set of debris that falls is LIGHT BLUE, which is inconsistent w/the corridor. It should have the same color as the rest of the debris.